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1
Sights: Haunted hill.
2
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.
3
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
4
Sights: Wishing well.
5
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.
6
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
7
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.
8
Sights: A clear pool of water with 1 sleeping animals lying around its edge
9
Sights: A hunter (scout) who was lured here by their prey.
10
Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 1 potions of healing.
11
Sights: A funerary procession carrying a large coffin.
12
Sights: Peals of silvery laughter that echo from a distance
13
Sights: A large, circular pool off of a main river which is geothermally heated.
14
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
15
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.
16
Sights: d6 rations spoil.
17
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.
18
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.
19
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
20
Sights: A large whale skeleton surrounded by petunias. The whale is miles away from the sea and the petunias aren’t native to this location.
21
Sights: Mutated animals are spotted feasting on a corpse.
22
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
23
Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.
24
Sights: Farmers on their way to the market.
25
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
26
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.
27
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.
28
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.
29
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.
30
Sights: A large whale skeleton surrounded by petunias. The whale is miles away from the sea and the petunias aren’t native to this location.
31
Sights: Sealed burial mound or pyramid.
32
Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.
33
Sights: Floating earth mote with a library tower on it.
34
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.
35
Sights: A cairn set atop a low hill
36
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
37
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.
38
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
39
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
40
Sights: Your players pass a soothsayer and see an Omen. He offers reward for everyone who gives a second opinion.
41
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.
42
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.
43
Sights: Boulder carved with talking faces.
44
Sights: A small woodland shrine dedicated to a mysterious cult
45
Sights: A garden from a former ancient culture, which vanished out of unknown reasons. One of the only things found was this tree garden. Are the trees made of stone or turned to, no one knows.
46
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.
47
Sights: A large, circular pool off of a main river which is geothermally heated.
48
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.
49
Sights: A blood moon rises, all PCs lose Inspiration.
50
Sights: A cliff that has been entirely covered in paint from hundreds of people.
51
Sights: Giant statues carved out of a mountainside or cliff.
52
Sights: Great stone arch.
53
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.
54
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.
55
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
56
Sights: Barrow mound.
57
Sights: Peals of silvery laughter that echo from a distance
58
Sights: Dead magic zone (similar to antimagic field).
59
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.
60
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
61
Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
62
Sights: A well by the side of the road that is a base in a local hafling tradition that if one where to lose a tooth, that it is to be tossed in the well with a tip of the hat. When doing so, good fortune is sure to come. Characters that throw in teeth later find small amounts of wet coins in various locations on their person. Characters that throw rubbish, or are otherwise disrespectful of the well, find their respective objects on their person once more soaking wet and covered in bite marks.
63
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
64
Sights: A seemingly normal well on the top of a hill. Anything that is placed into it is immediately tossed out of it.
65
Sights: Weak gravity. Jump distance and carrying capacity are doubled, walking speed increases by 10ft, and fall damage is halved.
66
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.
67
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.
68
Sights: A large whale skeleton surrounded by petunias. The whale is miles away from the sea and the petunias aren’t native to this location.
69
Sights: An incredibly detailed, broken bust of a young wood elf, bearing a red crown. Its nose and left ear are missing and where its left eye should be, the socket is destroyed, and a monstrously decomposed snake eye can be found. The base has a bronze plaque which reads (in broken Celestial): ‘The only one truly meant to rule’, followed by a name which seems scratched out.
70
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.
71
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.
72
Sights: The local guards have set up a roadblock while they search for a fleeing criminal, and have a series of inane questions for the party to answer. They aren't looking for help, and take any attempts by the party to get involved as an unwelcome complication to what is clearly already tiresome work.
73
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
74
Sights: Mutated animals are spotted feasting on a corpse.
75
Sights: For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.
76
Sights: Local constable and his posse, with a suspicious outlook of strangers. He explains that there has been a series of murders in the area over the last month and demands to know the party’s business in these parts. He encourages that the party keep their business above board.
77
Sights: The local guards have set up a roadblock while they search for a fleeing criminal, and have a series of inane questions for the party to answer. They aren't looking for help, and take any attempts by the party to get involved as an unwelcome complication to what is clearly already tiresome work.
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