Introduction
Last week we started a multi-part series on how I run published adventures. We spent most of the time looking at default character behaviors and started to break down the different ways people run published adventures. This week we will zero in a little bit more on maps and locations, contents and objects, and encounters. This will probably end up being a three-parter.
Maps & Locations
Aa above you have some options when it comes to maps. You could toss out the map completely, toss out part of the map, or see the map as not fully correct. Personally, I like a version of tossing out the map completely. Essentially, what I do is create something akin to a point crawl. While reading through the adventure I take notes of all of the locations mentioned. I also put them in order, if that is needed. So if there is a plot point at Location D which has to be visited before Location E, then Location D will be one of the potential plot points selected before Location E can be.
For example, when I went through the adventure Dovedale I made a list of all known locations and unknown locations. Then I made a list using Mythic’s Location Crafter Sheet from The Location Crafter and populated it with expected, unique, special, and random. Then when I went to a new location I would roll on the sheet.
I would build the map as I go based on what I rolled. Did it turn out similar to the published map? Yes, but there was enough other stuff involved that it kept me on my toes. This method also worked for the search through a goblin lair.
Here is exactly what I have written in my notes about maps and notes:
Expected Location
- Expected locations are areas that you expect to come across in a certain Region and are therefore essentially unchanged from their normal function in The Location Crafter.
- As such, you can simply write ‘expected’ when you generate the location category list.
- As a guide, unremarkable locations such as a prison cell, servant quarters, or guard tower may fall into this category.
Custom/Unique Location
- Unique locations that exist within the adventure, such as the chapel in a castle, general’s tent in a military camp, and oasis in a desert are good examples of Unique or Custom Locations.
- Unique Locations are not essential to the plot in any way, but they should be locations that draw a little more interest from your PCs.
Special Location
- Special Locations are areas of significance.
- They are the places that you need to find before you can consider a goal complete.
- It is the throne room where the tyrant that you want to overthrow with extreme prejudice sits.
- It could also be the altar where an important NPC, with quest critical information, will be offered as a sacrifice in a few hours.
- It could even be the lair of the dragon you need to kill in order to ensure the safety of the surrounding region.
Contents & Objects
I use a similar method for stuff in the adventure. Again, as I’m reading the adventure I am keeping a list of known and unknown items. I then populate another list with Expected, Unique, and Special. Here are the notes I have for those categories.
Expected Object Pool
- Expected Objects may include bits of loose, minor treasure that you would expect to find in the adventure in chests, pockets of the rank and file, and other locations.
- Aside from valuable treasure and minor magic items, this category can include ordinary items such as tools, weapons, or supplies.
- Another way to handle minor treasure is to simply generate the treasure randomly instead.
Custom/Unique Object Pool
- Particularly noteworthy items that you can pick up and keep, such as magic items (typically uncommon and rare items), exceptionally valuable pieces of treasure or items you can use as material components, such as diamonds, may fall into the category of Unique.
- Minor/side quest items such as a key you need to open a door in a dungeon or an heirloom you are asked by a villager to seek and return to her also qualify as Unique objects.
Special Object Pool
- Objects that fall into this category may include quest specific items that must be recovered for a client or is otherwise important to the story in some way.
- Very rare to legendary magic items and artifacts will fall under this category as well, as would unique spell components that are used to power incredibly high level and/or unusual spells.
- These items should be difficult to obtain – or at least have interesting circumstances accompanying its discovery (more on this later).
Encounters
Again encounters are the same, read the adventure, take notes of known and unknown encounters and then create a list as above with these categories.
Expected Encounters
- Expected encounters consist of monsters and creatures that you expect to encounter in a Location.
- Rank and file creatures that are designed to be killed in large numbers will find a home here, as would most other nondescript creatures and NPCs – regardless of whether or not they are hostile.
- As well as NPCs or creatures, the encounters may also come in the form of mechanical traps, or devices that can be easily detected and bypassed.
- Natural hazards may also be included in this pool.
Custom/Unique Encounters
- Unique Encounters include interesting, unusual or significant creatures that have an actual part to play in the story other than being sword or spell fodder, but are not quite important enough to affect the direction of the story upon its death, capture or due to any interactions you have with the creature encountered.
- For example, individual humanoid NPCs with interesting personalities, backstories or information that they could pass on to the characters count as Unique, as would orcs who lead significant numbers of rank-and-file during village raids.
- Unique encounters can also include creatures that are hostile to both the PC and the creatures in the dungeon or, at best, neutral to both.
- On the other hand, this Pool can include creatures that are willing to aid the PCs in return for a favor.
- Exceedingly dangerous creatures and/or traps will also qualify as well.
Special Encounters
- Special encounters are encounters that bear some significance to the adventure.
- These are the bandit leaders you need to bring to justice, a powerful vampire that must be destroyed to free an isolated valley surrounded by deadly mist, or the archfiend that must be slain to halt its rampage across the material plane.
- They can also be important, high-ranking NPCs you need to protect, prisoners with critical information you need to rescue, or hermits who know the location of a specific artifact you need to recover.
- The deadliest of all environmental hazards – both natural and man made – will be included here as well.
With all three lists, Locations, Objects, and Encounters, I’m updating them after each scene based on what has happened and what has been discovered. Things are getting taken off of the lists, others are being added, and others are being moved from Unknown and Known.
Recap – The Lists
When I played through Dovedale, which is a short adventure. I had four sheets that I was using. The first is the Known/Unknown lists. I pulled out five parts for this document. Core (Who, What, When, Where, Why, How), Plot Elements, NPCs, Locations, Goals. I use this sheet to start to populate my Adventures lists from Mythic which covers my Threads and Characters. I also use that first list to populate my Location Crafter Region Sheet. Finally, I use a scene sheet where I draw up the expected scene and do a Chaos check to test the expected scene. This allows me to see what kind, if any, change happens to the expected scene.
There is still more to talk about as I would like to look at some ways that other folks have talked about and talk about what I like or don’t like about them.
Next week, I’ll be talking about my April Moon Challenge.

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