Looking for adventure sites to pop into a sandbox

Mercurius

Legend
I've started a few similar threads, but have gradually refined the questions as my campaign has been developed, so bear with me if this sounds familiar.

So here's where I'm at. We started our Next campaign a couple weeks ago and are playing again next weekend (we're playing once very 2-3 weeks, the best we can do with busy 40-something lives). My plan is to start the campaign off as a sandbox style. I'm working on a big map of a region approximately 800 x 500 miles, so they've got plenty of room to play in. It is the fringe area to the west and north of the main civilized region and largely wilderness with scattered settlements and nonhuman domains. There's a deep history of tens of millennia, thus the ruins of many past civilizations, most of them unknown or forgotten.

Anyhow, I'm looking for sites to scatter throughout the map. I'd like to drop rumors about said sites and allow the PCs to make their own way. Gradually I'm going to weave in plot hooks for a possible larger meta-plot later on, but for at least the first five, maybe ten, levels they'll be mainly exploring the world. Whether or not they follow this or that plot thread is entirely up to them.

So here is what I'm looking for:

- Site locations that are relatively easy to DM with very little prep. By "very little prep" I mean reading through it for an hour or two. I'm fine with improvising and adjusting monsters on the fly to Next, so that shouldn't be too much of a problem (as those who play Next know, it is so flexible that it is easy to translate anything into it). But its a major plus if I can run it without spending weeks reading and planning.

- Sites/modules that have history and lore to them (e.g. "a mad wizard roaming the halls"), but can be used without a specific plot ("you're on a quest to save Waterdeep"). Even the latter, of course, can be adapted. But the point here is that lore and history is good, gives a site flavor, but if it is too specific, too entwined in a story, then it is harder to adapt.

- Preferably sites that are low-to-mid levels, or at least have low-to-mid level parts. I'm totally happy with higher level denizens, but they should be in the lower levels, for the part (or at least easily avoided!).

- I'd love a range of options in terms of breadth, from mega-dungeons like Castle Whiterock (which I purchased and plopped on the map) to one-shots like a garbage dump with an otyugh in it.


So basically what I'm looking for is a list of your favorite adventure sites, and that preferably hit the above criteria. I'm also going to be looking at the Wilderlands box set for specific ideas, but as far as I can tell they aren't fleshed out at all and will mainly be useful for ideas for simple encounters. I'm hoping for sites that have actual maps and some depth.

Thanks!
 

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A lot of stuff I like are piecemeal from various adventure modules, rather than straight up modules - like the Gnoll temple in Thunderspire Labyrinth. The resources I've gathered are more like ideas - just a paragraph or a few that are for idea/inspiration.

Location ideas

1000 Magical Locations

Wonders of the World.

In the real world there are some phenomenal wonders one and and two. Also the underwater gardens.

Oh, here's a thread where people are creating a hexcrawling setting.

Finally, the The One Page Dungeon has 5 years worth of PDFs of dungeons on 1 page, so you should be able to find something in there.
 
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Vicious Venues https://www.wizards.com/default.asp?x=dnd/arch/vv

The locations are built using 3.5 mechanics, but there's enough fluff and info to pretty easily convert them to other rules.
Oh my god. Check out The Old Oak Tree. An entire web page, with 1,907 words (just counting the 'adventure,' and not counting the duplicate stat blocks), and all it says is the following: There is a dryad who lives in a tree. People think she's evil, and maybe she is, but she's really friendly.

You would get literally the same encounter with three words on a random encounter chart: "Dryad (bad reputation)."

What the hell were they thinking?
 

Oh my god. Check out The Old Oak Tree. An entire web page, with 1,907 words (just counting the 'adventure,' and not counting the duplicate stat blocks), and all it says is the following: There is a dryad who lives in a tree. People think she's evil, and maybe she is, but she's really friendly.

You would get literally the same encounter with three words on a random encounter chart: "Dryad (bad reputation)."

What the hell were they thinking?

Some are more clearly expressed than others. I'm not always a fan of the format, but it's still a nice resource for "I need a location and a few adventure hooks."
 

Having just been poking around in it, there are 100 adventure ideas in the back of the 3.5 Races of the Wild. Some of them could definitely be useful given the scope ranges from huge to just small forests and such. "A pack of skeletal wolves haunts a woodland." for example. "A tribe of kobolds has hired a group of aranea mercenaries to sow confusion in the settlements they plan to attack." is another.
 

If you have a DDI sub, then the Chaos Scar modules are pretty much all plug and play. Short, easy to run and a good starting point. Don't expect a whole lot of depth in any given adventure, but, you can certainly start there.
 

Raiders of Galath's Roost from Dungeon 87.

Sure, most people hate FR but this is a brilliant little adventure. You have a ruined keep with a couple of dungeon levels and then you have a portal that links the ruined keep to a combined barracks/evil temple some distance away. It's easy to reskin the FR components but the maps and basic ideas are perfect for a sandbox, IMO.

You can find the maps here.

Similarly, I really like the orc fortress in Sons of Gruumsh.
 

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