Adventure Sites
I have been toying around with running a sandbox campaign in DCC. I've found Raven Crowking's Series on S is for Sandbox, particularlly S is for Sandbox Part IV: A Sample Minor Adventure Site (2): The Great Outdoors to be great inspiration. I have read the West March posts which are good, but Daniel Bishop's series of posts offered me clearer guidelines and examples. In particular his example of minor adventure sites in the outdoors sparked several ideas which I've put together in a table below. Yes, some of the ideas are based upon the examples (items 2, 7, 27, and 28) Daniel provided, but hopefully I've added enough of a twist to make it palitable. Many of the names are based upon DCC RPG dieties and/or patrons in the core rulebook as well as from literature and games in my own personal appendix N.
Roll a d100 or select as you desire from below. B.N. there is no scaling by level or size of the party. Take what is here repurpose it for your game. The creatures referenced can be found in the DCC RPG core rulebook; feel free to replace their stat block with the stat block from the game of your choice. Gods referenced are from the DCC RPG core rulebook.
Result | Site | Description |
---|---|---|
01 | A Band of Centaurs | Should only be located in the plains or sparsely forested trees. Roll a d6 to determine if they are hostile. Results higher than a 4 and the Centaurs are hostile. |
02 | A Placid Pond | Easy fishing can be had here, but with a 20% chance to disturb the giant beast resting at the bottom of the pond |
03 | Aemon’s Stand | The site of a fearsome battle from the days of legend. Roll a luck check to see if you can find any ancient weapons. If found roll a 1d6 to determine what was found: (1) a broken sword (1d4 dmg); (2) a battle-axe with a half-moon blade on the front and a poll spike on the rear, 2h (1d10 dmg); (3) a longbow (1d6 dmg) and a quiver of 2d20 arrows; (4) a spatha 1h (1d8 dmg); (5) A glaive 2h (1d10); (6) a pair of kukri (1d6 dmg). |
04 | Artio's Cave | A hidden cave sacred to Artio, the Queen of Bears. A sufficient quantity of fish or honey sacrifice should convince Artio to bestore her patronage. |
05 | Azi Dahaka’s Anvil | A flat plateau frequently hit with lightning. Followers of Azi Dahaka can periodically can be found here. The willing can seek Azi Dahaka's patronage during the storms. |
06 | Bastard's Rock | A dark red rock among a circle of white rocks. Randomly determine who is at the rock (1d6): (1) 1d3 harpies (DCC RPG rulebook p.417); (2) a band of 1d6 outlaws + 1 outlaw hero (DCC RPG rulebook p.432 see Bandit); (3) a lonely stone giant (DCC RPG rulebook p.417); (4) A witch and hedge wizard arguing (DCC RPG rulebook p.434 and 433 respectively); (5) a band of 1d12+2 troglodytes (DCC RPG rulebook p.429); (6) a confused dragon who thinks the rock is her egg (DCC RPG p.420) |
07-08 | Broken Wagon | A broken wagon lies next to the path. Roll a 1d6 to determine what can be found: (1) a napping Kobold family (DCC rulebook p.490); (2) a corpse with a set of Hide armor; (3) two human and one orc undead skeletons (DCC rulebook p.426); (4) a halfling corpse carrying a club and a sling; (5) a large sack filled with 1d10 gold, 2d12 silver, and 3d20 copper; (6) large footprints leading off to in a random direction 1d8 starting with North and going clockwise; |
09 | Cages at the Crossroads | A set of cages stand on poles. In some are the bones of criminals, while a couple contain living prisoners. |
10-12 | Cairns | A pile of stones marking the grave of the fallen. 50% chance to disturb the dead (DCC RPG rulebook p.381). Randomly determine the contents of the grave (1d8): (1) A spellbook; (2) 2d6 gold; (3) A magic (see rules for magical rings in RCC RPG Annual p. 120 for ideas); (4) a large iron key with a eye carved into its head; (5) a holy symbol; (6) a rune inscribed narwal tusk; (7) a curved dagger with a gleaming ruby in its hilt; (8) a drinking horn with silver gilt that refills with refreshing mead 1d3 times a day. |
13 | Coldsnap Caverns | An unseasonably frigid cavern of a smallish size (5 rooms or less) inhabited by creatures who take well to the cold. Determine the inhabitants randomly (1d6): (1) a very young to young adult dragon with cold breath (DCC rulebook p. 406); (2) a pair of Ice elementals and small ice-men; (3) empty; (4) a dozen un-dead (DCC rulebook p. 381); a sleeping Frost Giant (DCC rulebook p.416); (5) a cleric of Daenthar; (6) a small group of traveling barbarians |
14 | Country Manor | A small country manor home to a reclusive family of eccentrics. |
15 | Cracked Wizard’s Tower | A 3 story tower with the top story open to the sky and half the upper two floor's walls missing. Inhabited by those drawn to fel magic. |
16 | Crypt | A massive crypt of a long dead noble. Undead, rat swarms, and ghouls can be found within. |
17-18 | Cultists Grove | A small batch of trees with horned animal skulls tied to their trunks and a small stone altar. Randomly determine who is at the grove (1d6): (1) a half dozen cultists (See Acolyte DCC RPG Rulebook p.432); a pack of Hell Hounds (DCC RPG rulebook p.417); (3) random demon Type II (DCC RPG rulebook p.401); (4) a small token used to commune with an evil deity; (5) A witch (DCC RPG rulebook p.434) standing over an a human infant; (6) A necromancer (DCC RPG rulebook p.433) and 1d3 zombies (DCC RPG rulebook p.431) |
19 | Demon's Bath | A small pool of water. Bathing in this pool will rejuvinate the body for 2HD of health, but at a cost. Determine temperature and cost randomly (1d3): (1) freezing; temporary -1 to Personality; (2) tepid; temporary -1 to Luck (3) scalding; temporary -1 to Agility. |
20 | Devil’s Bowl | A several hundred feet round depression in the ground. Those who descend into the bowl will find it nosy and inhospitable. To leave the bowl they must either trap someone else within the bowl or carry the taint of the devil thus suffering a -2 Personality modifer for 2d20 days. |
21 | Dragon's Fang | A jagged, gleaming white rock. Meditation before the stone can result a temporary increase in strength for 1d4 days. |
22 | Edrick's Resolve | A lone rock in a valley with a sword impaled into it. Along the side of the rock is an inscription saying he who frees the sword shall have a kingdom to his name. If the player can free the sword with a DV 24 strength check or another ingenious way then they will have acquired Edrick's Sword. (You will need to roll this up using the DCC RPG rulebook p.366). The sword is intelligent, but will only serve those it deems worthy and noble of heart. |
23 | Elder’s Fist | A particularly gnarled oak tree which when rested under heals 1 HD of HP, but causes bad dreams. Any characters who slept under its branches must pass a luck check to prevent -1 Agility for the day. |
24-25 | Empty cave | A small cave of no significance except a hidden trap door that leads to a small amount of treasure. |
26 | Fallen Star | A half-ton ball of star metal lying in a half-mile wide impact crater. All the trees in the surrounding area have been knocked over. |
27 | Farmstead | A small family that will offer food and shelter for money or labor. After staying the night roll 1d6: (1) nothing strange has happened; (2) The farm is surrounded by deep fog; (3) The farm animals are now walking on two feet and can converse in common; (4) The farmer and family attack the party while they are sleeping; (5) the field has sprouted crops as tall as a giant; (6) A caravan of strange traders has made camp on the fields. |
28 | Giant spiderwebs | Characters stumble into giant spiderwebs. Each character must pass a luck check to avoid being tangled in the webs. Tangled charcaters must pass a DC 14 strength check to break free of the webs. Other web cocoons can contain treasure or corpses. |
29 | Gift of the Gallows | Legend states if a person hangs themselves here and survives for 9 days and 9 nights they can obtain great magical power. |
30 | Graveyard | Determine what horrors lie in store randomly (1d4): (1) 2d8 Zombies (DCC RPG rulebook p.431); (2) a vile necromancer (DCC RPG rulebook p.433), 2d6 summoned Skeletons (DCC RPG rulebook p.426); (3) 1d6+2 hell hounds (DCC RPG rulebook p.416); (4) 1d4+2 ghouls (DCC RPG rulebook p.414) |
31 | Grove of the Tree-tenders | A sacred grove. The tree-tenders do not take kindly to evil characters or those who harm trees within the area. To others they offer sanctuary and healing. |
32-33 | Hedge Wizard’s hut | A place for cantrips and concoctions for a material price or a favor. |
34-35 | Hunter's Trap | You've come across something ensnared in a trap (1d4): (1) a manticore (DCC RPG rulebook p.421); (2) a troll (DCC RPG rulebook p.429); (3) a dire wolf and a pack of 1d6 wolves (DCC RPG rulebook p.431); (4) an owlbear DCC RPG rulebook p.423). |
36-37 | Inn | A (1d3): (1) rustic; (2) rundown; (3) tidy place for information gathering, rest, food, fights, and adventures |
38 | Lady of the Lake | The Lady of the Lake shall offer a quest for a boon. If the quest is completed then choose a reward (1d4): (1) a magic sword (DCC RPG rulebook p.366); (2) a mail gauntlet with a magical citrine that can enduce fear in all creatures within 10' twice a day; (3) a whistle carved from whalebone. Once a day this can be used to summon a a pair of minor water elementals (DCC RPG rulebook p.412); (4) Teles's charm, a small ivory charm of a bird hlding a harp. It can be used twice a day to cast Charm Person (DCC RPG p.131). If the characters befoul the lake they will be attacked by the nymph (Use the stat block for a Type III demon from DCC RPG rulebook p.401). |
39 | Leviathan’s Rest | Giant whale like bones on a dry riverbed. Determine what is there randomly (1d6): (1) a school of fish flopping on the ground; (2) scavengers attempting to haul away some of the bones; (2) lost Deep Ones; (3) a priest of Pelegia, goddess of the sea. (4) a wooden rowboat; (5) a pair of two-flue harpoons (dmg 1d8 (+2 against creatures of the sea); (6) nothing. |
40 | Lion's Wall | A stone monument to an ancient warrior. Entombed below the monument is a magical shield. |
41 | Mad Baron's Keep | A small wooden keep, home to a deranged baron, his curse-bound guards, and a delirious mage in the stockades. |
42 | Magical Hedge Maze | A magical hedge maze filled with undead, minotaurs, a pair of lost wizards and their creations. Lovers of secrets should use the opportunity to beseech the patronage of the Hidden Lord or Amun Tor here. |
43-44 | Mine | A dwarven mine is being overrun. Randomly determine the attacker (1d8): (1) Dragon (DCC RPG rulebook p.406); (2) A rival tribe of dwarves 2d6 strong; (3) 1d8 Orcs (DCC RPG rulebook p.423); (4) 2d12 Giant Rats (DCC RPG rulebook p.424); (5) 30+1d6 Kobolds (DCC RPG rulebook p.419); (6) a necromancer (DCC RPG rulebook p.433), 1d8 summoned Skeletons (DCC RPG rulebook p.426), and a Giant Snake (DCC RPG rulebook p.428); (7) 10-12 Shrooman (DCC RPG rulebook p.426); (8) 2d8 Gnolls (DCC RPG rulebook p.416) and a pair of Ogres (DCC RPG rulebook p.422). |
45 | Moon Village | A village off the road that is only made material during the full moon. |
46 | Pools of Silver | Secluded pools of water which always shine with the reflection of moonlight regardless of the moon phase. Contemplation on the pools can give a temporary +1 to Intelligence. |
47 | Portal to Klazath's Forge | An open air forge on the side of a snowy mountain overlooking a field of perpetual battle. Lawful characters or devotees of Klazath can commision weapons and armor to be forged in return for performing feats of martial prowess in the name of Klazath. |
48 | Remains of a Mill | The remaining walls and roof offer some shelter from the elements. Determine encounter randomly (1d6): (1) nothing, but broken pots and rotting wooden furniture; (2) rotted and partially eaten human corpses; (3) a vengeful spirit (DCC rulebook p.413); (4) pack of wild animals; (5) 1d3 squatting humanoids (DCC rulebook p. 380); (6) a pair of giant beetles (DCC rulebook p.397); |
49 | River Ford | A common crossing point in the river. Randomly determine if an encounter occurs. |
50 | Riverboat | A riverboat run aground along the banks. Do you help or hijack? |
51-52 | Ruined Temple | A temple in disrepair. Roll a 1d4 to determine what occurs here: (1) You have trespassed upon sacred ground and now are afflicted with a curse that can only be cured by performing actions in the name of the aggrieved deity; (2) You will find a pair of priests of an opposing deity defiling the temple; (3) You find a small wooden idol of Yggdral. Carrying the idol grants the bearer +1 Personality and +2 AC, but once every 1d4 days results in -1 Agility or -1 Stamina loss as their body slowly turns into a tree. At the end of 6d4 days the character will be rooted into the ground and become a living tree (4) The temple is empty and whatever deity blessed it can be felt no longer. Perhaps it should become a temple to one of your deities? If so +1d4 followers join the faith. |
53 | Rundown Fort | Determine occupants randomly (1d6): (1) 1d8 Bandits (DCC rulebook p.432); (2) A 1d3 retinue of knights with the same amount of squires. (DCC rulebook p.433 and 434); (3) An old goblin king seeking warriors to reclaim his lost caves; (4) The grounds are empty, but the inner walls are lined with booby-traps. DC 12 Reflex save to avoid being shot with crossbow bolts; (5) A half-blind sage accompained by some servants. The sage will answer questions about the countryside and other topics asked (DCC rulebook p.434); (6) Scorcthing fire marks from what appears to have been a dragon attack. The dragon flew away to its lair a day or two's ride from here. |
54-55 | Seer’s den | A eyeless snake-woman can tell fortunes or offer temporary boons for a non-material price. |
56 | A pile of animal carcasses | A shrine to an ancient cat goddess, She Who Mauls. Gaining her patronage grants access to spells and a summonable large cat companion. |
57 | Small shrine to a Law Deity | A shrine to a lawful deity. A Luck check to see if it’s being tended by priests. Roll a 1d8 to determine which deity the shrine is for (1) Shul, god of the moon; (2) Klazath, god of war; (3) Ulesh, god of peace; (4) Chronanus, lord of creation and butts; (5) Daenthar, god of industry and earth; (6) Gorhan, god of valor and chivalry; (7) Justica, goddess of justice and mercy; (8) Aristemis, Demi-goddess of true seeing and strategy; The priests of lawful deities will not take it kindly to evil aligned characters visiting the shrine. |
58 | Small shrine to a neutral deity. | A shrine to a neutral deity. Roll a luck check to see if the shrine is being tended. Roll a 1d4 to determine which deity the shrine is for: (1) Amun Tor, god of mysteries and riddles; (2) Ildavir, goddess of nature; (3) Pelagia, goddess of the sea; (4) Cthulhu, priest of the Old Ones; The clerics will tolerate all who do not offend. |
59 | Small shrine to an evil deity | A shrine to an evil deity. Roll a luck check to see if it is being tended. Roll a 1d8 to determine which deity the shrine is for: (1) Ahriman, god of death and disease; (2) Hidden Lord, god of secrets; (3) Azi Dahaka, demon prince of storms and waste; (4) Bobugbubilz, demon lord of evil amphibians; (5) Cadixtat, chaos titan; (6) Nimlurun, lord of filth and pollution; (7) Malotoch, the carrion crow god; (8) A group of bandits is masquerading as priests to a lawful god. Roll a 1d8 to determine which. |
60-61 | Smuggler's Cove | A secret cove along the coastline. Roll a 1d6 to determine the cove's occupants. (1) a band of goblins; (2) 5-8 Dimensional Sailors (DCC RPG Rulebook p. 405); (3) 3 Deep Ones (DCC RPG rulebook p.398); (4) 20 Cave Crickets (DCC RPG rulebook p.400); (5) Cave Octupus (DCC RPG rulebook p.398); (6) A group of bandit dwarven pirates |
62 | Songbird Valley | A place of relaxing and refreshing music from thrushes, starlings, jays, and wrens. Resting here will restore temporary stat losses at double the normal rate. Characters with decenter Personality or very lucky have a chance to meet the patron of this valley, Crimson Jay, the prince of songbirds. |
63 | Stairs to the Sky | Free standing rocks that look like a stairway to the sky. There must be some trick to them. |
64-65 | Standing Stones | Determine the location's useage randomly (1d6): (1) A portal to a dungeon; (2) Gathering of evil cultists performing a human or demi-human sacrifice; (3) Chance to bond with a patron; (4) The words to a magical spell are inscribed upon the stone. After reading them they will disappear as if they have never been carved into the stone; (5) strange visions of the future overtake the characters; (6) Accidently awaken a sleeping demon (DCC rulebook p.401). |
66 | Sun's Cradle | A mysterious valley that is covered in sunshine as if was noon all throughout the day. If one can catch the sun's rays they would be quiet powerful. |
67 | Sword Dancing Sparrows | A field is littered with dead as two flocks of man-sized sparrows fly overhead armed with swords in their talons. The sparrows fly in wild motions at each other and any who pass underneath. |
68 | The Axeman's Match | A grove of agitated and blood-thirsty trees who can walk slowly and weild axe-like limbs. |
69 | The Babbling Brook | A talking stream of water that will merrily chat about what it has seen. For specific information the characters must complete a quest for the brook to spill all it knows. |
70 | The Barrows | A series of earthen mounds home to former warriors, undead, and treasure. |
71 | The Bleeding Stone | A stone cliff face that slowly, but continuously oozes a blood like liquid from its cracks. Legend says it was the first spot a mortal drew another mortal's blood. Vile pacts can be made here. |
72 | The Challenge Stump | If one sits on the stump and makes an interesting wager a demon will accept. |
73 | The Circle of Cadixtat | Stones in the shape of a circle. With the right words and signs one can open a portal to the chaos plane. Creatures of chaos tend to congregate here. |
74 | The Damsel | An illusion of a damsel in distress used by a monster to lure potential rescuers into a trap. |
75 | The Djinn's Jest | An oasis in the desert that moves every 1d4 hours. |
76 | The Eye of Amun Tor | A mirror-like pool of water than bestow glimpses to the answer of riddles if properly asked. |
77 | The Fighting Pits | An underground cave used to hold battles between adventures and monsters. |
78 | The Flats of Thoth | A vast stretch of flat dried up ancient riverbed. Here you can find races between sentitent talking animals. Be careful what you wager for the bookies will certaintly collect. |
79 | The Floating Hill | A small hill floats a few hundred feet above the plain. Rumor claims there is treasure upon the hill if one can only reach it. |
80 | The Forgotten Outpost | A few hundred feet tall tower in disrepair. Randomly determine the occupants (1d4): (1) The last remants of a guard of a forgotten land (DCC RPG rulebook p.434 Man-at-Arms); (2) A chimera (DCC RPG rulebook p.399); (3) 1d3+1 Lizardman hunting party (DCC RPG rulebook p.420); (4) 1d6 humanoids (DCC RPG rulebook p.380). |
81 | The Frozen Portal | A magical portal that leads to the harsh winterlands. |
82 | The Giant's Table | A massive stone structure shaped like a table upon which refreshing food magically appears every 1d4 days. Such nurishment is sure to draw other company. Determine the company randomly (1d6): (1) a cleric of the nature diety; (2) bandits; (3) a pack of Dire-wolves; (4) fellow travelers then roll again. Evens they are friendly, Odds they are hostile; (5) no one; (6)A pair of giants. |
83 | The Heart Forge | A seculded cavern home to an ill-tempered dwarven armorer. He will fashion armor, but it will cost the receiver ability points in return. |
84 | The Heedless Horsemen | A group of drunken centaurs out for a merry time. |
85 | The Hill Giant | A giant carving of man into a hillside. At its peak adventures can find treasure |
86 | The Laughing Prince | Upon the road stands a tall man astride a horse with his retinue. The prince can't stop laughing and is offering anyone who can aid him a handsome reward. However he offers death for any who fail. |
87 | The Little Sisters | The confluence of 3 small streams. One notices the slight differences in water color due to sediment. A popular watering hole. Roll on your random encounter table to see what appears. |
88 | The Never Ending Party | A group of people turned to stone adorned with a motley variety of clothing. For good luck, passersby tend to leave an article of clothing on one of the stone people. |
89 | The Rose Unicorn | A majestic unicorn capable of performing miracles, but each miracle is powered byjof blood. |
90 | The Stained Altar | An altar of volcanic rock stained with blood. When near the altar one can hear whispers offering power for bloody sacrifice. |
91 | The Stone of Stories | Images on the stone tell of legends. Touching it and watching the story grants a boon dependent on the story. Each story boon can only be granted once to each individual. |
92 | The Titan’s Axe | A 50 foot long double bladed axe buried with one blade into the ground. |
93 | The Warchief’s Foot | All that remains of a crumbled statue to a long forgotten ruler is the sandaled left foot. |
94 | Thieves Wall | Painted cliff face tells the story of a thief who got away with loot from a tall tower and hid it nearby. Clever individuals shall find a hidden door nearby that leads to a small alcove filled with treasure. Not so clever individuals will find a door that leads to a 50 ft shaft with spikes at the bottom. The character must make a reflex save to prevent falling down the shaft. |
95 | Throne of the Wind | A rocky outcrop upon which a player has the chance to hear the whispers from miles around or be driven crazy |
96 | Tree-village | A tiny village amongst the tree branches inhabited by small humanoids. They have rope bridges, huts, etc. can be hostile if provoked. Source of information and trade |
97 | Wall of Sorrow | An engraved cliff wall that tells tales of misery. Touching the wall and thinking of a sad story results in the story being carved on the wall and the storyteller with a temporary increase to stamnina and luck. |
98 | Wicker Men | A forest grove is littered with Wicker Men statues big and small. Some contain people inside. |
99 | Wishing Well | A shallow pond filled with coins. Travelers often toss in a coin for good luck. It is believed to be bad luck to remove coins. |
100 | Yggrsil's Seedlings | Giant trees with doors carved into their trunks. Those that know the correct signs can use the doors to travel to other doors throughout the known universe and beyond. |