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1
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.
2
Sights: Permanent portal to another plane of existence.
3
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
4
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.
5
Sights: Discover a monster lair. 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?
6
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.
7
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before, or else.
8
Sights: 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.
9
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.
10
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.
11
Sights: A cliff that has been entirely covered in paint from hundreds of people.
12
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.
13
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.
14
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?
15
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
16
Sights: Ruined or toppled obelisk.
17
Sights: Intact circle of standing stones.
18
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.
19
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.
20
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
21
Sights: An area touched by the Far Realm (Tasha's pg. 152).
22
Sights: Barrow mound.
23
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.
24
Sights: Intact circle of standing stones.
25
Sights: 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.
26
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.
27
Sights: Ruined or toppled circle of standing stones.
28
Sights: Great stone arch.
29
Sights: Intact circle of standing stones.
30
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.
31
Sights: A traveling merchant that loves to watch games but also likes things balanced. Tells the party that if they can play a chest game where the outcome is a draw he will give them an award. Let the players play a game of chest, and if they get a draw give them a prize.
32
Sights: Great stone arch.
33
Sights: Giant statues carved out of a mountainside or cliff.
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: Discover a monster lair. Dead magic zone (similar to antimagic field).
36
Sights: Giant statues carved out of a mountainside or cliff.
37
Sights: Dead magic zone (similar to antimagic field).
38
Sights: A group of pilgrims.
39
Sights: Field of petrified soldiers or other creatures.
40
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.
41
Sights: A large gray solid stone table with ancient carvings on the sides. Upon its surface are newly lit candles and a banquet of food that seems to be warm, fresh, and untouched by its surroundings. If one where to eat or take anything from the table, the next day it would be completely restocked and replenished.
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 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.
44
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.
45
Sights: River ferry guided by a skeletal captain.
46
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.
47
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.
48
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.
49
Sights: A large stone head protruding from the surface of a glacier. It is the head of an earth elemental and if you get his attention, he is friendly. If asked what he is doing their he replies ”swimming in the river”, given he exists at a geological place the slow flow of the glacier is like a river to him.
50
Sights: A charismatic priest and retinue of apostles, who are mumbling to each other and won’t make eye contact with the party are parading down the road. The strangers belong to a religious group that routinely ingest psychedelic drugs. The priest remains clear headed but the apostles are currently under the drugs effects. The priest secretly offers some to the party in the form of exquisite wine. If the party drinks the wine they wake up twelve hours later hung over suffering from one point of exhaustion.
51
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.
52
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.
53
Sights: Discover a monster lair. A granite obelisk in the desert with glyphs on it. It seems to tell the tale of a very powerful magic user stealing all the life from this area, killing all the plants and turning it into a desert.
54
Sights: Discover a monster lair. Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
55
Sights: A place with Unraveling Magic (Tasha's pg. 161).
56
Sights: An area of Blessed Radiance. Aberrations, fiends, and undead in the region give off a crimson glow for 1 minute. The creatures shed dim light in a 10-foot radius, attacks against them have advantage if the attacker can see them, and the creatures can't benefit from being invisible.
57
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.
58
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.
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: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
61
Sights: 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.
62
Sights: Young lovers have sought refuge to meet, their families do not approve.
63
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.
64
Sights: The party are mistaken for their actors and bundled on stage to reenact one of their famous moments.
65
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.
66
Sights: A gnome in a hot air balloon floats by and asks for directions.
67
Sights: Discover a monster lair. A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
68
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.
69
Sights: The party finds voodoo dolls of the party.
70
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.
71
Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.
72
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
73
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.
74
Sights: Ruined or toppled circle of standing stones.
75
Sights: An area touched by the Far Realm (Tasha's pg. 152).
76
Sights: A large, circular pool off of a main river which is geothermally heated.
77
Sights: A cave with a chest that says, ‘if you take something, leave something.’ It’s unlocked and has several trinkets inside.
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