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1
Sights: A large disc shaped stone at the base of a long dormant volcano. Visitors toss a copper at it for good luck. There are a couple hundred copper around it. It is considered extraordinarily bad luck to take the coppers.
2
Sights: Intact statue of a person or deity.
3
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
4
Sights: A merchant caravan with 5 guards.
5
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.
6
Sights: For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.
7
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.
8
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.
9
Sights: A merchant caravan with 5 guards.
10
Sights: A traveling merchant selling standard equipment at 10% over book price.
11
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.
12
Sights: Two sequoia trees whose bases are over a hundred feet apart have grown together and connect about 160 to 180 feet off the ground. The branches and leaves of these giant trees create a pleasantly shaded area below which is often used by the local populace as sites of wedding ceremonies.
13
Sights: a druid harvesting mistletoe
14
Sights: Great stone wall in ruins.
15
Sights: d6 rations spoil.
16
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.
17
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
18
Sights: 3 travellers (infected by a brain parasite).
19
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
20
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.
21
Sights: A Mirror Zone (Tasha's pg. 158).
22
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.
23
Sights: Plundered burial mound or pyramid.
24
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.
25
Sights: A natural rock formation that just happens to look like the face of an old man with a long beard. Ruins of temples from several ancient civilizations can be found in the valley below, apparently attracted there to worship the face, or perhaps just to be under his watchful gaze. Most humanoid races in the region are sure the old man looks like their race and have their own legend about him.
26
Sights: Giant crystal shard protruding from the ground.
27
Sights: Ruined or toppled circle of standing stones.
28
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.
29
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
30
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.
31
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
32
Sights: A bridgekeeper who demands the party's best jokes to cross.
33
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
34
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.
35
Sights: A clear pool of water with 4 sleeping animals lying around its edge
36
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.
37
Sights: Dead magic zone (similar to antimagic field).
38
Sights: Fountain.
39
Sights: A Magical Phenomena (Tasha's pg. 163).
40
Sights: Intact statue of a person or deity.
41
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.
42
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.
43
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
44
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
45
Sights: All creatures are two size categorizes larger (medium to huge). Creature speed, reach, and range are tripled.
46
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
47
Sights: Intact statue of a person or deity.
48
Sights: Your players pass a soothsayer and see an Omen. He offers reward for everyone who gives a second opinion.
49
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.
50
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.
51
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
52
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
53
Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.
54
Sights: A cairn set atop a low hill
55
Sights: A talking dog has decided to follow the party and wants to make them happy.
56
Sights: Intact obelisk etched with a warning, historical lore, dedication, or religious iconography.
57
Sights: Farmers on their way to the market.
58
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.
59
Sights: Farmers on their way to the market.
60
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.
61
Sights: A bridgekeeper who demands the party's best jokes to cross.
62
Sights: Intact circle of standing stones.
63
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.
64
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.
65
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.
66
Sights: Peals of silvery laughter that echo from a distance
67
Sights: A fleet of airships fights a dragon.
68
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.
69
Sights: a druid harvesting mistletoe
70
Sights: An area touched by the Far Realm (Tasha's pg. 152).
71
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
72
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
73
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.
74
Sights: A stream of cool, clean water flowing between the trees
75
Sights: A blind alchemist (or witch) living in some crumbling ruins.
76
Sights: Fountain.
77
Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
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