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1
Sights: Great stone arch.
2
Sights: Giant crystal shard protruding from the ground.
3
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.
4
Sights: Peals of silvery laughter that echo from a distance
5
Sights: A grove of Primal Fruit (Tasha's pg. 168).
6
Sights: Dead magic zone (similar to antimagic field).
7
Sights: A small woodland shrine dedicated to a mysterious cult
8
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.
9
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.
10
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.
11
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.
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: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
14
Sights: A small but clearly once-bustling town lays abandoned inside of a titan’s skull. The skull is half buried in the sand; its eye sockets and mouth aim up at an angle. Walking through its mouth is the only way to enter the town. The skull looks to be that of an enormous version of whatever scariest creature lives in that area. It provides ample shade during most of the day.
15
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.
16
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.
17
Sights: Crystal cave that mystically answers questions.
18
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.
19
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.
20
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
21
Sights: d6 rations spoil.
22
Sights: 4 web cocoons hanging from the branches, holding withered carcasses
23
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.
24
Sights: Haunted hill.
25
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.
26
Sights: An Infested location (Tasha's pg. 156).
27
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
28
Sights: A bridgekeeper who demands the party's best jokes to cross.
29
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
30
Sights: Field of petrified soldiers or other creatures.
31
Sights: Faces carved into a mountainside or cliff.
32
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.
33
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.
34
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
35
Sights: A bard.
36
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.
37
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.
38
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.
39
Sights: A place with Unraveling Magic (Tasha's pg. 161).
40
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
41
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.
42
Sights: A blind alchemist (or witch) living in some crumbling ruins.
43
Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.
44
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
45
Sights: Dead magic zone (similar to antimagic field).
46
Sights: A place with Unraveling Magic (Tasha's pg. 161).
47
Sights: Plundered burial mound or pyramid.
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: 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.
50
Sights: Wrecked ship, which might be nowhere near water.
51
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
52
Sights: Sealed burial mound or pyramid.
53
Sights: Forest of petrified or awakened trees.
54
Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
55
Sights: Intact circle of standing stones.
56
Sights: Intact obelisk etched with a warning, historical lore, dedication, or religious iconography.
57
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.
58
Sights: Sealed burial mound or pyramid.
59
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.
60
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
61
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.
62
Sights: A roadside corpse.
63
Sights: Great stone arch.
64
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.
65
Sights: A blood moon rises, all PCs lose Inspiration.
66
Sights: A stone well with glyphs, the water gives the effect of random ability score increase +1 for 1d6 days.
67
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.
68
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
69
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
70
Sights: Permanent portal to another plane of existence.
71
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.
72
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.
73
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.
74
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
75
Sights: Barrow mound.
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 friendly arcanaloth using alter self spells to assume Humanoid form as it searches for one of the Books of Keeping.
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