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1
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
2
Sights: Great stone wall in ruins.
3
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.
4
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.
5
Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
6
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.
7
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.
8
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.
9
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.
10
Sights: Totem pole.
11
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.
12
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
13
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.
14
Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
15
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
16
Sights: An old tree with a wizened face carved into the trunk
17
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.
18
Sights: In the middle of a grassy field stands an 8ft slim cone made of iron bars, in the middle of the structure lies a sun-bleached skeleton bound in iron shackles.
19
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
20
Sights: Sealed burial mound or pyramid.
21
Sights: Crystal cave that mystically answers questions.
22
Sights: Wishing well.
23
Sights: Permanent portal to another plane of existence.
24
Sights: An Infested location (Tasha's pg. 156).
25
Sights: An area of Blessed Radiance. One character in the region is suffused with celestial power. For 1 minute, the character's melee attacks deal an extra 2d6 radiant damage on a hit.
26
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
27
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
28
Sights: 6 travellers (infected by a brain parasite).
29
Sights: a druid harvesting mistletoe
30
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.
31
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.
32
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
33
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
34
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.
35
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.
36
Sights: 5 merchants with their donkey (they're bandits that may attack weak-looking PCs).
37
Sights: Intact circle of standing stones.
38
Sights: Intact obelisk etched with a warning, historical lore, dedication, or religious iconography.
39
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
40
Sights: A Feywild crossing (DMG pg. 50).
41
Sights: Fountain.
42
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.
43
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.
44
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.
45
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.
46
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.
47
Sights: Great stone wall in ruins.
48
Sights: A hunter (scout) who was lured here by their prey.
49
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
50
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.
51
Sights: A traveling merchant selling standard equipment at 10% over book price.
52
Sights: An area touched by the Far Realm (Tasha's pg. 152).
53
Sights: 5 merchants with their donkey (they're bandits that may attack weak-looking PCs).
54
Sights: Intact obelisk etched with a warning, historical lore, dedication, or religious iconography.
55
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
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: A seemingly normal well on the top of a hill. Anything that is placed into it is immediately tossed out of it.
58
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.
59
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.
60
Sights: A Mirror Zone (Tasha's pg. 158).
61
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
62
Sights: A cloud of fireflies (at night) or butterflies (by day) rises from the ground and performs a beautiful dance in front of the players before the wind picks up and disperses them.
63
Sights: A bridgekeeper who demands the party's best jokes to cross.
64
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.
65
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.
66
Sights: Wild magic zone (cause Wild Magic Surge whenever a spell is cast).
67
Sights: Wrecked ship, which might be nowhere near water.
68
Sights: A religious procession.
69
Sights: Mutated animals are spotted feasting on a corpse.
70
Sights: Plundered burial mound or pyramid.
71
Sights: An area of Blessed Radiance. One character in the region is suffused with celestial power. For 1 minute, the character's melee attacks deal an extra 2d6 radiant damage on a hit.
72
Sights: 5 merchants with their donkey (they're bandits that may attack weak-looking PCs).
73
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
74
Sights: Wrecked ship, which might be nowhere near water.
75
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
76
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.
77
Sights: A Magical Phenomena (Tasha's pg. 163).
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