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1
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.
2
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
3
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.
4
Sights: Wishing well.
5
Sights: Intact circle of standing stones.
6
Sights: Intact obelisk etched with a warning, historical lore, dedication, or religious iconography.
7
Sights: A cairn set atop a low hill
8
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.
9
Sights: A Magical Phenomena (Tasha's pg. 163).
10
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
11
Sights: Sealed burial mound or pyramid.
12
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
13
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.
14
Sights: A Magical Phenomena (Tasha's pg. 163).
15
Sights: A smooth stone with a bunch of growing moss on it. Touching the stone with a bare hand results in the moss slowly moving to wherever was touched. On the stone are several handprints and doodles perfectly covered over with the moss.
16
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.
17
Sights: Canyon containing a dragons' graveyard.
18
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.
19
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
20
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
21
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.
22
Sights: Ruined or toppled statue of a person or deity.
23
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.
24
Sights: Intact statue of a person or deity.
25
Sights: An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour.
26
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.
27
Sights: A large, circular pool off of a main river which is geothermally heated.
28
Sights: Ruined or toppled obelisk.
29
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.
30
Sights: Dead magic zone (similar to antimagic field).
31
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
32
Sights: A funerary procession carrying a large coffin.
33
Sights: An old tree with a wizened face carved into the trunk
34
Sights: On top of this hill is a pool surrounded with stone. The water is always cool, and at night the full moon can always be seen in its reflection, regardless of clouds or moon cycle.
35
Sights: A cave with a chest that says, ‘if you take something, leave something.’ It’s unlocked and has several trinkets inside.
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 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.
38
Sights: A roadside corpse.
39
Sights: Wild magic zone (cause Wild Magic Surge whenever a spell is cast).
40
Sights: A cave with nothing in it.
41
Sights: Boulder carved with talking faces.
42
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.
43
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.
44
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
45
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.
46
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.
47
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
48
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
49
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.
50
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.
51
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.
52
Sights: A blood moon rises, all PCs lose Inspiration.
53
Sights: An enormous statue of a rooster, made from a strange metal, finely detailed and colored. It is hollow, and when the first ray of sunrise strikes it, a great, sad-sounding crow arises from it. Legend says that it commemorates a great battle in the distant past.
54
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.
55
Sights: Barrow mound.
56
Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.
57
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.
58
Sights: A grove of Magic Mushrooms (Tasha's pg. 166).
59
Sights: 5 merchants with their donkey (they're bandits that may attack weak-looking PCs).
60
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.
61
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.
62
Sights: Forest of petrified or awakened trees.
63
Sights: A Mirror Zone (Tasha's pg. 158).
64
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.
65
Sights: Intact statue of a person or deity.
66
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.
67
Sights: Fountain.
68
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.
69
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.
70
Sights: A local bard offers a gold to whoever can make his bodyguard laugh.
71
Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.
72
Sights: A large, circular pool off of a main river which is geothermally heated.
73
Sights: An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour.
74
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
75
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.
76
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.
77
Sights: Young lovers have sought refuge to meet, their families do not approve.
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