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1
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.
2
Sights: Wild magic zone (cause Wild Magic Surge whenever a spell is cast).
3
Sights: A man selling a golden iguanas approaches the party for the bargain of a lifetime. He only has one left, it's spray painted gold, and a little bit high off paint fumes.
4
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.
5
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.
6
Sights: Permanent portal to another plane of existence.
7
Sights: A fifteen-foot statue of a girl unmarred by time. Next to her are the shattered remains of another statue, close enough that the body may have once held her outstretched hand. The feet of this larger statue are all that remain affixed to the earth – the rest is scattered throughout the clearing. Water, clean and pure, travels down her face in steady rivulets but leaves no erosion there.
8
Sights: A talking dog, preferably one that can use magic has decided to follow the party and wants to make them happy.
9
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.
10
Sights: A minor noble returning from an unsuccessful hunt, with retinue. The noble is not a skilled hunter yet thinks himself to be the greatest in the land, partially due to the plethora of compliments he receives on a daily basis from his followers. He challenges the party to a contest of who can bring down the largest brown bear and wagers his pouch of gold.
11
Sights: One of the carts in a traveling circus has broken down with one of its wheels having snapped, the jester trying to help is not very helpful.
12
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.
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: Floating earth mote with a watch tower on it.
15
Sights: Great stone arch.
16
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.
17
Sights: Ruined or toppled statue of a person or deity.
18
Sights: Permanent portal to another plane of existence.
19
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
20
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.
21
Sights: The party finds voodoo dolls of the party.
22
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.
23
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. This rewards curious players. Ask the players if they think its an omen. Ask for in-character responses. If players continue to investigate, they can find a weak and mostly discombobulated zombie to fight nearby, and another small treasure packet or plot-hook towards the current major plot. The zombie is too far gone to use Speak with Dead and get anything really useful out of it, but it might point out the BBEG's lair or a local necromancer up to no good.
24
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.
25
Sights: A minor noble returning from an unsuccessful hunt, with retinue. The noble is not a skilled hunter yet thinks himself to be the greatest in the land, partially due to the plethora of compliments he receives on a daily basis from his followers. He challenges the party to a contest of who can bring down the largest brown bear and wagers his pouch of gold.
26
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.
27
Sights: Giant crystal shard protruding from the ground.
28
Sights: A traveling merchant selling standard equipment at 10% over book price. Nothing magical, no homemade inventions, nothing special in the back. But hey, maybe somebody could use a tinderbox?
29
Sights: Intact circle of standing stones.
30
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.
31
Sights: Quicksand. PCs stepping on it sink 1d4+1 feet and become restrained, sinking 1d4 feet each turn. Escape (Str) DC is 10+feet sunk, can't breathe once buried. Another creature attempting to pull them free is DC 5+feet sunk.
32
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.
33
Sights: One of the carts in a traveling circus has broken down with one of its wheels having snapped, the jester trying to help is not very helpful.
34
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.
35
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.
36
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.
37
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.
38
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.
39
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.
40
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. This rewards curious players. Ask the players if they think its an omen. Ask for in-character responses. If players continue to investigate, they can find a weak and mostly discombobulated zombie to fight nearby, and another small treasure packet or plot-hook towards the current major plot. The zombie is too far gone to use Speak with Dead and get anything really useful out of it, but it might point out the BBEG's lair or a local necromancer up to no good.
41
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.
42
Sights: A fleet of airships fights a dragon.
43
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
44
Sights: A humanoid (your choice) falls from the sky in front of your party, there is no obvious reason as to why.
45
Sights: A hunter (use the
gladiator or
scout stat block) who was lured here by their prey.
46
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.
47
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.
48
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
49
Sights: Discover a monster lair. What once was a small shack. The windows are broken, some walls have crumbled away, and parts of the roof are open and fallen in.
50
Sights: Permanent portal to another plane of existence.
51
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
52
Sights: A small stretch of coastline hidden between two nigh-inaccessible cliff faces. The sand is particularly fine and a brilliant blue. Rumor has it that the sand was formed when giants destroyed the jewel horde of a local dragon. There are also rumors of a dragon being sighted in the oceans nearby. Digging deep into the sands turn up giant bones.
53
Sights: Ruined or toppled circle of standing stones.
54
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.
55
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.
56
Sights: Wrecked ship, which might be nowhere near water.
57
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
58
Sights: Intact obelisk etched with a warning, historical lore, dedication, or religious iconography.
59
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
60
Sights: Dead magic zone (similar to antimagic field).
61
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.
62
Sights: A minor noble returning from an unsuccessful hunt, with retinue. The noble is not a skilled hunter yet thinks himself to be the greatest in the land, partially due to the plethora of compliments he receives on a daily basis from his followers. He challenges the party to a contest of who can bring down the largest brown bear and wagers his pouch of gold.
63
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
64
Sights: Frigid water. PCs without resistance immersed for their Con score in minutes, each additional minute requires DC 10 Con save or gain exhaustion.
65
Sights: A friendly arcanaloth using alter self spells to assume Humanoid form as it searches for one of the Books of Keeping.
66
Sights: A traveling merchant selling standard equipment at 10% over book price. Nothing magical, no homemade inventions, nothing special in the back. But hey, maybe somebody could use a tinderbox?
67
Sights: Discover a monster lair. 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.
68
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.
69
Sights: A cave with hidden treasure.
70
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.
71
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.
72
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
73
Sights: An Enchanted Spring (Tasha's pg. 165).
74
Sights: Sealed burial mound or pyramid.
75
Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
76
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.
77
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.
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