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1
Sights: A Haunted locale (Tasha's pg. 154).
2
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
3
Sights: It’s a massive dome-like stone formation that shines pearlescent in the moonlight. It lays in a bare outcropping of rock and is warm to the touch.
4
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.
5
Sights: A 50 ft rust covered sword driven into the earth. The whole area has a magical aura and no wildlife lingers within a quarter mile of the sword.
6
Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.
7
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.
8
Sights: Farmers on their way to the market.
9
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.
10
Sights: Ruined or toppled circle of standing stones.
11
Sights: Great stone arch.
12
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
13
Sights: Ruined or toppled circle of standing stones.
14
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
15
Sights: Intact obelisk etched with a warning, historical lore, dedication, or religious iconography.
16
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.
17
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.
18
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
19
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
20
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.
21
Sights: Young lovers have sought refuge to meet, their families do not approve.
22
Sights: Crystal cave that mystically answers questions.
23
Sights: Mutated animals are spotted feasting on a corpse.
24
Sights: A stone well with arcane runes, the water gives the effect of Cure Wounds.
25
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
26
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.
27
Sights: A local bard offers a gold to whoever can make his bodyguard laugh.
28
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.
29
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.
30
Sights: A stone well with arcane runes, the water gives the effect of Cure Wounds.
31
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.
32
Sights: A Haunted locale (Tasha's pg. 154).
33
Sights: All creatures are two size categorizes larger (medium to huge). Creature speed, reach, and range are tripled.
34
Sights: Farmers on their way to the market.
35
Sights: Boulder carved with talking faces.
36
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.
37
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.
38
Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.
39
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
40
Sights: A broken but thick 15ft wide half-circle embedded to the ground made of quartz and intricately laced with gold strips. An assortment of precious gems are embedded in its surface. Any attempt to collect and/or destroy this construct will cause severe psychic damage and a loud high-pitched tone to play loudly. The half-circle aligns perfectly with sunset/sunrise and every time it does, the most beautiful flute melody plays that is sourceless.
41
Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.
42
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
43
Sights: An entrance to the Underdark.
44
Sights: An entrance to the Underdark.
45
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.
46
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.
47
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.
48
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
49
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.
50
Sights: A grove of Primal Fruit (Tasha's pg. 168).
51
Sights: A place with Unraveling Magic (Tasha's pg. 161).
52
Sights: A Mimic Colony (Tasha's pg. 167).
53
Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.
54
Sights: An old tree with a wizened face carved into the trunk
55
Sights: Your players pass a soothsayer and see an Omen. He offers reward for everyone who gives a second opinion.
56
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.
57
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.
58
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.
59
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.
60
Sights: Great stone wall in ruins.
61
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.
62
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
63
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.
64
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
65
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
66
Sights: A small woodland shrine dedicated to a mysterious cult
67
Sights: A grove of Magic Mushrooms (Tasha's pg. 166).
68
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
69
Sights: A cleric comes down the path followed by a small retinue of acolytes, full of confidence. The acolytes are convinced that the cleric they follow has been bestowed with powers from the gods. In reality he has routinely gotten lucky with every miracle he has performed. The acolytes wish to see his strength in action and vehemently challenge the party on his behalf to a gentleman’s duel. The cleric, unable to say no to the wishes of his followers, confides in secret to the party that he has no powers and begs them to let him win.
70
Sights: A talking dog has decided to follow the party and wants to make them happy.
71
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.
72
Sights: A Mimic Colony (Tasha's pg. 167).
73
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
74
Sights: Forest of petrified or awakened trees.
75
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.
76
Sights: An Infested location (Tasha's pg. 156).
77
Sights: Ruined or toppled statue of a person or deity.
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