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1
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
2
Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.
3
Sights: Barrow mound.
4
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
5
Sights: a druid harvesting mistletoe
6
Sights: A small woodland shrine dedicated to a mysterious cult
7
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.
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: 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.
10
Sights: Fountain.
11
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
12
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.
13
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.
14
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
15
Sights: Intact circle of standing stones.
16
Sights: An area touched by the Far Realm (Tasha's pg. 152).
17
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
18
Sights: Peals of silvery laughter that echo from a distance
19
Sights: A Mirror Zone (Tasha's pg. 158).
20
Sights: Ruined or toppled circle of standing stones.
21
Sights: Deep in a forest, trees are marred with years old axe and sword marks. Hundreds of skeletons dressed in rusted armor and weapons lie in this area. Taking a trinket, or even loitering may be unwise.
22
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.
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: 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.
25
Sights: An area of Blessed Radiance. One character in the region feels a profound sense of purpose and gains the benefit of the
bless spell for 1 minute. They can choose two other creatures they can see to gain the spell's benefits as well.
26
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.
27
Sights: An Enchanted Spring (Tasha's pg. 165).
28
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.
29
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.
30
Sights: A Magical Phenomena (Tasha's pg. 163).
31
Sights: Great stone arch.
32
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.
33
Sights: A Mirror Zone (Tasha's pg. 158).
34
Sights: Young lovers have sought refuge to meet, their families do not approve.
35
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.
36
Sights: Wishing well.
37
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.
38
Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.
39
Sights: Wishing well.
40
Sights: Ruined or toppled obelisk.
41
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.
42
Sights: 5 merchants with their donkey (they're bandits that may attack weak-looking PCs).
43
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.
44
Sights: Permanent portal to another plane of existence.
45
Sights: A seemingly normal well on the top of a hill. Anything that is placed into it is immediately tossed out of it.
46
Sights: A grove of Magic Mushrooms (Tasha's pg. 166).
47
Sights: A ranger patrol, with a cheerful leader, is heard laughing from down the path. The man, tall and burly loves jokes and will reward any player that can make him laugh until he cries. However he hates puns as he thinks they are a cheap form of laughter.
48
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
49
Sights: Sealed burial mound or pyramid.
50
Sights: 5 merchants with their donkey (they're bandits that may attack weak-looking PCs).
51
Sights: Barrow mound.
52
Sights: a druid harvesting mistletoe
53
Sights: 4 travellers (infected by a brain parasite).
54
Sights: 5 merchants with their donkey (they're bandits that may attack weak-looking PCs).
55
Sights: A bridgekeeper who demands the party's best jokes to cross.
56
Sights: A troupe of entertainers, led by an overdressed and curious Elf. The Elf is a ring leader in a traveling circus of sorts and is always looking for new and exciting acts for his traveling performances. The Elf will pay top gold for any such acts or items that he can use in his shows.
57
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.
58
Sights: Intact statue of a person or deity.
59
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
60
Sights: A talking dog has decided to follow the party and wants to make them happy.
61
Sights: Field of petrified soldiers or other creatures.
62
Sights: A Magical Phenomena (Tasha's pg. 163).
63
Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.
64
Sights: Ruined or toppled obelisk.
65
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.
66
Sights: A friendly arcanaloth using alter self spells to assume Humanoid form as it searches for one of the Books of Keeping.
67
Sights: A place with Unraveling Magic (Tasha's pg. 161).
68
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.
69
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.
70
Sights: An area of strong Psychic Resonance (Tasha's pg. 160).
71
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.
72
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.
73
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
74
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.
75
Sights: In an open field there is a 10ft wide and 50ft deep pit with no life growing around it. The walls of this chasm are lined with dark cobblestone and going down there are three uneven sized holes that are covered by iron bars. At the bottom there are a large pile of bones.
76
Sights: A cairn set atop a low hill
77
Sights: A cliff that has been entirely covered in paint from hundreds of people.
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