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1
Sights: A cave with a chest that says, ‘if you take something, leave something.’ It’s unlocked and has several trinkets inside.
2
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
3
Sights: Wild magic zone (cause Wild Magic Surge whenever a spell is cast).
4
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.
5
Sights: A stream of cool, clean water flowing between the trees
6
Sights: A friendly arcanaloth using alter self spells to assume Humanoid form as it searches for one of the Books of Keeping.
7
Sights: Intact circle of standing stones.
8
Sights: Farmers on their way to the market.
9
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
10
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.
11
Sights: In an open field there is a 10ft wide and 50ft deep pit with no life growing around it. The walls of this chasm are lined with dark cobblestone and going down there are three uneven sized holes that are covered by iron bars. At the bottom there are a large pile of bones.
12
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.
13
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.
14
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.
15
Sights: For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.
16
Sights: Giant statues carved out of a mountainside or cliff.
17
Sights: An entrance to the Underdark.
18
Sights: Barrow mound.
19
Sights: An armoured horse with no rider emerges at a gallop.
20
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.
21
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.
22
Sights: A Mimic Colony (Tasha's pg. 167).
23
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.
24
Sights: d6 rations spoil.
25
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
26
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
27
Sights: Boulder carved with talking faces.
28
Sights: A stone well with the symbol of a deity, the water gives the effect of Protection from Evil.
29
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.
30
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.
31
Sights: A small clearing in a forest, near a cave mouth, contains dozens of statues of humanoid creatures, many armed & armored, all with looks of surprise & horror on their stone faces.
32
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.
33
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.
34
Sights: A small woodland shrine dedicated to a mysterious cult
35
Sights: A stone well with the symbol of a deity, the water gives the effect of Protection from Evil.
36
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
37
Sights: A seemingly normal well on the top of a hill. Anything that is placed into it is immediately tossed out of it.
38
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
39
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.
40
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
41
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.
42
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
43
Sights: A friendly arcanaloth using alter self spells to assume Humanoid form as it searches for one of the Books of Keeping.
44
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.
45
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.
46
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.
47
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.
48
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.
49
Sights: Faces carved into a mountainside or cliff.
50
Sights: A large, circular pool off of a main river which is geothermally heated.
51
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.
52
Sights: A cave with bandits.
53
Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
54
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
55
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
56
Sights: Permanent portal to another plane of existence.
57
Sights: d6 rations spoil.
58
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
59
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.
60
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.
61
Sights: A local bard offers a gold to whoever can make his bodyguard laugh.
62
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
63
Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.
64
Sights: A blood moon rises, all PCs lose Inspiration.
65
Sights: A redheaded elf lass is overly friendly and talks to whichever group member seems most willing to isolate. She gets them away from the group and picks their pocket for half their gold.
66
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
67
Sights: Wild magic zone (cause Wild Magic Surge whenever a spell is cast).
68
Sights: A place with Unraveling Magic (Tasha's pg. 161).
69
Sights: A religious procession.
70
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.
71
Sights: A local bard offers a gold to whoever can make his bodyguard laugh.
72
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.
73
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.
74
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.
75
Sights: A Mirror Zone (Tasha's pg. 158).
76
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.
77
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.
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