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1
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.
2
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.
3
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.
4
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.
5
Sights: Dead magic zone (similar to antimagic field).
6
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
7
Sights: A seemingly normal well on the top of a hill. Anything that is placed into it is immediately tossed out of it.
8
Sights: A hunter (scout) who was lured here by their prey.
9
Sights: A Magical Phenomena (Tasha's pg. 163).
10
Sights: Giant crystal shard protruding from the ground.
11
Sights: A roadside corpse.
12
Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
13
Sights: A collection of several dozen poles each with a dozen or more signs mounted to them pointing towards various distant lands, nearby businesses, and bizarre joke locations. It started with travelers who erected a signpost pointing to their distant homelands which other travelers added to. Eventually it got out of hand.
14
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
15
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.
16
Sights: d6 rations spoil.
17
Sights: A Magical Phenomena (Tasha's pg. 163).
18
Sights: A small stone platform on the top of a hill, standing on the platform makes a person irrationally angry. Barbarians may involuntarily rage as a result.
19
Sights: A Haunted locale (Tasha's pg. 154).
20
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.
21
Sights: A large, circular pool off of a main river which is geothermally heated.
22
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
23
Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.
24
Sights: Dead magic zone (similar to antimagic field).
25
Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 3 potions of healing.
26
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.
27
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
28
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.
29
Sights: A half-collapsed stone tower with curious triangular architecture. The bones of a lonely watchman sitting in a chair lie atop it. The watchman wears a helmet shaped like a triangular pyramid. Several towers of this type can be found around the same area.
30
Sights: Young lovers have sought refuge to meet, their families do not approve.
31
Sights: A Shadowfell crossing (DMG pg. 51).
32
Sights: A clear pool of water with 4 sleeping animals lying around its edge
33
Sights: Young lovers have sought refuge to meet, their families do not approve.
34
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
35
Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.
36
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.
37
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
38
Sights: A group of 3 standing stones with anxiety. When encountered in their clearing, they will disappear once all eyes are off them. Careful inspection will reveal them to hiding nearby – peeking from behind a nearby tree, bottom of a lake, hidden by bushes, behind where the party is now looking, etc. If discovered, they disappear again if not observed. The stones are not malicious, and do not harm the party. They would just rather you all left them alone.
39
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
40
Sights: A stone well with the symbol of a deity, the water gives the effect of Bane.
41
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
42
Sights: Floating earth mote with a fighters guild tower on it.
43
Sights: Farmers on their way to the market.
44
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.
45
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
46
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.
47
Sights: An Infested location (Tasha's pg. 156).
48
Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
49
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.
50
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.
51
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
52
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.
53
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.
54
Sights: A traveling merchant that loves to watch games but also likes things balanced. Tells the party that if they can play a chess game where the outcome is a draw he will give them an award. Let the players play a game of chess, and if they get a draw give them a prize.
55
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
56
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.
57
Sights: It’s a massive dome-like stone formation that shines pearlescent in the moonlight. It lays in a bare outcropping of rock and is warm to the touch.
58
Sights: For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.
59
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.
60
Sights: Canyon containing a dragons' graveyard.
61
Sights: A half-collapsed stone tower with curious triangular architecture. The bones of a lonely watchman sitting in a chair lie atop it. The watchman wears a helmet shaped like a triangular pyramid. Several towers of this type can be found around the same area.
62
Sights: Dead magic zone (similar to antimagic field).
63
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.
64
Sights: A farmer returning from town with his three daughters is seen on the side of the road huddled beneath their damaged cart. The family has been attacked by a swarm of stirges as the evidenced by the presence of a stirge, bludgeoned with a shovel. The family asks the party to escort them the remainder of the way home. Their home is an hours walk out of the way for the party and an hour is needed to fix the cart.
65
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
66
Sights: A religious procession.
67
Sights: d6 rations spoil.
68
Sights: Wishing well.
69
Sights: A broken but thick 15ft wide half-circle embedded to the ground made of quartz and intricately laced with gold strips. An assortment of precious gems are embedded in its surface. Any attempt to collect and/or destroy this construct will cause severe psychic damage and a loud high-pitched tone to play loudly. The half-circle aligns perfectly with sunset/sunrise and every time it does, the most beautiful flute melody plays that is sourceless.
70
Sights: Floating earth mote with a fighters guild tower on it.
71
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.
72
Sights: A seemingly normal well on the top of a hill. Anything that is placed into it is immediately tossed out of it.
73
Sights: An area touched by the Far Realm (Tasha's pg. 152).
74
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.
75
Sights: A friendly arcanaloth using alter self spells to assume Humanoid form as it searches for one of the Books of Keeping.
76
Sights: 6 merchants with their donkey (they're bandits that may attack weak-looking PCs).
77
Sights: Wishing well.
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