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1
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
2
Sights: A farmer returning from town with his three daughters is seen on the side of the road huddled beneath their damaged cart. The family has been attacked by a swarm of stirges as the evidenced by the presence of a stirge, bludgeoned with a shovel. The family asks the party to escort them the remainder of the way home. Their home is an hours walk out of the way for the party and an hour is needed to fix the cart.
3
Sights: A talking dog has decided to follow the party and wants to make them happy.
4
Sights: Giant crystal shard protruding from the ground.
5
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.
6
Sights: A stream of cool, clean water flowing between the trees
7
Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.
8
Sights: An old tree with a wizened face carved into the trunk
9
Sights: Sealed burial mound or pyramid.
10
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.
11
Sights: A group of 3 standing stones with anxiety. When encountered in their clearing, they will disappear once all eyes are off them. Careful inspection will reveal them to hiding nearby – peeking from behind a nearby tree, bottom of a lake, hidden by bushes, behind where the party is now looking, etc. If discovered, they disappear again if not observed. The stones are not malicious, and do not harm the party. They would just rather you all left them alone.
12
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.
13
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
14
Sights: A sentient door in the side of a mountain that has short term memory loss. He has no idea of his name or how to open himself but enjoys talking with travelers none the less. Speaking the magic word “please” will cause the door to open revealing a shortcut through the mountain. No form of magic or otherwise can lead through or get around this door without speaking the magic word due to an ancient magical barrier.
15
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.
16
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
17
Sights: A blood moon rises, all PCs lose Inspiration.
18
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.
19
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.
20
Sights: River ferry guided by a skeletal captain.
21
Sights: Plundered burial mound or pyramid.
22
Sights: A Magical Phenomena (Tasha's pg. 163).
23
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
24
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.
25
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.
26
Sights: An Enchanted Spring (Tasha's pg. 165).
27
Sights: Young lovers have sought refuge to meet, their families do not approve.
28
Sights: A religious procession.
29
Sights: A clear pool of water with 3 sleeping animals lying around its edge
30
Sights: An Enchanted Spring (Tasha's pg. 165).
31
Sights: A group of adventurers.
32
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.
33
Sights: Field of petrified soldiers or other creatures.
34
Sights: A Magical Phenomena (Tasha's pg. 163).
35
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.
36
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.
37
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
38
Sights: An area of strong Psychic Resonance (Tasha's pg. 160).
39
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
40
Sights: A place with Unraveling Magic (Tasha's pg. 161).
41
Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.
42
Sights: Fountain.
43
Sights: Totem pole.
44
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.
45
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.
46
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.
47
Sights: 4 web cocoons hanging from the branches, holding withered carcasses
48
Sights: Plundered burial mound or pyramid.
49
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.
50
Sights: A Haunted locale (Tasha's pg. 154).
51
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.
52
Sights: A Haunted locale (Tasha's pg. 154).
53
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
54
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.
55
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.
56
Sights: d6 rations spoil.
57
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.
58
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.
59
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
60
Sights: Peals of silvery laughter that echo from a distance
61
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.
62
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.
63
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.
64
Sights: Your players pass a soothsayer and see an Omen. He offers reward for everyone who gives a second opinion.
65
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.
66
Sights: 4 travellers (infected by a brain parasite).
67
Sights: A Haunted locale (Tasha's pg. 154).
68
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.
69
Sights: An old tree with a wizened face carved into the trunk
70
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.
71
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.
72
Sights: Wrecked ship, which might be nowhere near water.
73
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
74
Sights: A cave with a small dungeon.
75
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.
76
Sights: A local bard offers a gold to whoever can make his bodyguard laugh.
77
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.
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