Thinking about points of interest being mapped, it occurred to me that heroes need a reason to visit points of interest, and that reason is usually the promise of treasure. Sometimes, the heroes can learn about what treasure might be had at a location and sometimes what baddies are there to fight and, presumably, take treasure away from.
This method doesn’t need to be the sole way you make up adventures, but it’s certainly a good way to populate a map with the kind of challenges the heroes may be interested in.
Points of Interest
Create a list of points of interest you will site on your map along with why the heroes might want to go there & what trouble they could expect. When it comes to trouble, try to include both inevitable combat and some other complication that isn’t necessarily combat, such as an encounter that can be a negotiation, aid, or avoided entirely. The latter really separate the heroes from the murder hoboes.
Mapped opportunities can be high-risk/high-reward that remain unclaimed because those who try never return or they can be sites of on-going minor trouble that keep many fortune-hunters busy.
- The Hogwood lair of the short-tailed goblins
- Recover a lost wagon of trade goods lost in Hogwood Forest.
- Goblins have it, and the area is stalked by wargs.
- Good werebears try to protect the forest.
- The City of Shipport
- Track down a misplaced or stolen scepter needed to appoint a new mayor for a reward (choice of gold or minor magic item).
- A faction of merchants and sailors want it to determine the mayor themselves.
- A faerie dragon and devious traps await.
- Bard’s Bridge
- Recover a load of spices lost at the bridge.
- It was seized by trolls living under the bridge.
- Two thieves have the bridge staked out to steal spices when the trolls leave.
- The Fallen Tower
- Recover a magic axe from the fallen tower.
- It’s wielded by a mad knight befriended by two ogres.
- A neutral witch might be coaxed into helping.
- The Marsh Barrows
- Recover grave goods from ancient barrows reputed to include magic armor.
- The graves belong to warriors who have turned into wights.
- There is a talkative young black dragon that lurks here.
- The Ruined Temple coaching inn
- Solve a mystery at a coaching inn occupying a ruined ancient temple to recover the treasure remaining in its secret underground vault.
- To do so, you must cross over into the Shadowlands plane.
- Shadowmen still use the version of the temple in the Shadowlands.
- Dragonspire Castle
- Explore the disused parts of this sprawling castle and slay pests.
- The disused wings and dungeons are infested with monstrosities.
- Certain occupants use “disused” parts of the castle for nefarious activities.
- The Standing Stones of Meer
- Stop an unholy ritual at the standing stones of Meer to gain the promise of a favor from a church official.
- The ritual is being conducted by a coven of witches and could summon a demon.
- The witches are in league with werebats.
- The Flooded Ruins
- Recover a lost load of mythril with which to craft a magic weapon from a ruined castle in a marsh partially flooded when the river changed course.
- It’s become the lair of merrow and their pet giant gars and electric eels.
- There are also bullywugs at odds with the merrow.
- Coverstone Crag
- Recover a treasure hoard from the cavern in the crag.
- It belongs to a dragon that lives in a cavern also inhabited by kobolds that serve it.
- The area is also home to curious but avoidable griffons.
A Living World
You can mix some higher level adventure hooks in with lower ones when the heroes are low- to mid-level. The knowledge that there’s a dragon in the region gives the heroes something to aspire to. But when they get to higher levels, keep the rumors focused on things that are more immediately relevant.
Also, if the players reject an adventure hook that has an aspect of urgency, you can say later that an NPC company of adventurers took on the challenge. As part of the rumors the heroes get later, they can learn how those NPCs fared and perhaps be envious or mark them as rivals… which could lead to a lot of fun later.
This helps to make the players’ choices more meaningful by taking certain adventures off the table if rejected.
Vary Treasures and Rewards
Be sure to vary the treasures and rewards that are promised. Gold and silver and magic items are always fine, but try to change it up. Of course, many things are just substitutes for gold, because they can be sold, but if you can figure out how to make the players want other things, that’s even better. Here’s a summary of the list of non-gold-and-magic treasures I created a while back and my new treasure type tables.
- Equipment & trade goods
- Gems & jewelry
- Magic item ingredients
- Heirlooms & items of master craftsmanship
- People & their remains (perhaps more of a goal than a reward)
- Monsters & their parts (useful for potions and such)
- Books & scrolls
- Clues & secrets
- Favors & the promise of future aid
- Status & authority
- Lands & titles



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