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1
Sights: A monastery with audible chanting coming from within (The monks and nuns are cultists).
2
Sights: A 50-foot-tall stone statue of an elf warrior with hand raised, palm out, as if to forbid travelers from coming this way
3
Sights: 4 travellers (infected by a brain parasite).
4
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.
5
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.
6
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.
7
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
8
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.
9
Sights: A grassy hill of noticeable height rises from the otherwise flat plains. On the hill are several lines of cobblestone that do not grow grass and have no discernible pattern from the surface. If flying, however, you see the cobblestone lines form the shape of a bird, along with some arcane symbols. If you happen to look up during the spring or fall, you’ll see migratory birds alter their course to fly over this hill.
10
Sights: Dead magic zone (similar to antimagic field).
11
Sights: Wrecked ship, which might be nowhere near water.
12
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.
13
Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.
14
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
15
Sights: An area touched by the Far Realm (Tasha's pg. 152).
16
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.
17
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
18
Sights: A bizarre building with a strange mushroom-shaped metal lattice on top. It was the lab of a researcher studying non-magical electricity who died from electrocution.
19
Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.
20
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.
21
Sights: Royal customs agents have set up a checkpoint to search travellers for fruit from a neighbouring kingdom, following reports that some shipments have been infested with the eggs of dangerous species of exotic spider.
22
Sights: An obelisk, comprised of rose quartz and decorated with sylvan runes, appears to be of fey origin. it is surrounded in a 120-foot field of wild magic.
23
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.
24
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.
25
Sights: A grove of Primal Fruit (Tasha's pg. 168).
26
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.
27
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
28
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.
29
Sights: A Shadowfell crossing (DMG pg. 51).
30
Sights: Young lovers have sought refuge to meet, their families do not approve.
31
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
32
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
33
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.
34
Sights: Farmers on their way to the market.
35
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.
36
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.
37
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.
38
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.
39
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.
40
Sights: 4 merchants with their donkey (they're bandits that may attack weak-looking PCs).
41
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
42
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.
43
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
44
Sights: Intact circle of standing stones.
45
Sights: Intact statue of a person or deity.
46
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
47
Sights: A Mirror Zone (Tasha's pg. 158).
48
Sights: A cairn set atop a low hill
49
Sights: Dead magic zone (similar to antimagic field).
50
Sights: A cliff that has been entirely covered in paint from hundreds of people.
51
Sights: A friendly arcanaloth using alter self spells to assume Humanoid form as it searches for one of the Books of Keeping.
52
Sights: A 50-foot-tall stone statue of an elf warrior with hand raised, palm out, as if to forbid travelers from coming this way
53
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.
54
Sights: An Enchanted Spring (Tasha's pg. 165).
55
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.
56
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.
57
Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 1 potions of healing.
58
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
59
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
60
Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.
61
Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
62
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
63
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.
64
Sights: A 50-foot-tall stone statue of an elf warrior with hand raised, palm out, as if to forbid travelers from coming this way
65
Sights: A hunter (scout) who was lured here by their prey.
66
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.
67
Sights: 4 travellers (infected by a brain parasite).
68
Sights: Permanent portal to another plane of existence.
69
Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.
70
Sights: A traveling merchant selling standard equipment at 10% over book price.
71
Sights: Barrow mound.
72
Sights: All creatures are two size categorizes larger (medium to huge). Creature speed, reach, and range are tripled.
73
Sights: A 50-foot-tall stone statue of an elf warrior with hand raised, palm out, as if to forbid travelers from coming this way
74
Sights: A man selling golden iguanas approaches the party for the bargain of a lifetime. He only has one left, it's painted gold, and a little bit high off paint fumes.
75
Sights: Dead magic zone (similar to antimagic field).
76
Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.
77
Sights: A monastery with audible chanting coming from within (The monks and nuns are cultists).
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