Stage-by-Stage
Stage-by-Stage Breakdown
Stage 1: The Test
Purpose: Test the players before they enter the main adventure. Establish tone and introduce the initial challenges.
Structure:
- Present an immediate obstacle or challenge
- Players must overcome the challenge to proceed
- Success or failure here can affect later stages
Challenge Types:
- Combat: Guards, watchbeasts, territorial creatures
- Puzzle: Locked door, riddle, magical ward
- Social: Gatekeeper NPC, negotiation, intimidation
- Stealth: Avoiding patrols, sneaking past sentries
- Skill: Climbing, swimming, disabling a trap
Plot Integration:
Introduce one actor or element from the primary plot. This gives players their first hint of what's going on.
Examples by Plot Type:
- Pursuit (5-1): The fugitive's trail leads through dangerous territory; encounter previous pursuers who failed
- Mystery (5-2): Mysterious symbols at the entrance must be interpreted; a dead investigator's notes provide clues
- Abduction (4-2): Fight off secondary kidnappers trying to steal the same target; meet the guardian too late
Design Tips:
- Keep it relatively straightforward; this isn't the climax
- Use Minion (3–4D) or Standard (5–7D) threats for combat challenges
- Set Threshold 2–3 for most skill challenges; reserve Threshold 4 for genuinely hard tasks
- Allow multiple solutions when possible
- This should take 20–30 minutes of game time
Stage 2: The Contemplation
Purpose: Slow the pace. Give players time to think, plan, and roleplay. Build tension through anticipation rather than action.
Structure:
- Significantly different challenge type from Stage 1
- Rewards careful thought over quick action
- Reveals information or forces choice
Challenge Types:
- Riddle: Traditional puzzle with cryptic clues
- Moral Choice: No clearly right answer; consequences either way
- NPC Interaction: Bargaining, gathering information, persuasion
- Investigation: Searching for clues, piecing together a mystery
- Trap Complexity: Multi-step puzzle trap requiring coordination
- Resource Decision: Which path? What to bring? Who goes first?
Plot Integration:
Reveal deeper motivations or complications in the primary plot. This is where players learn what's really at stake.
Examples by Plot Type:
- Revenge (3-1): Meet an NPC who reveals the "criminal" may not be guilty; must choose whether to continue
- Disaster (1-2): Find the messenger's final words; learn the vanquished power had good reasons
- Ambition (6-5): Discover the ambitious person's tragic backstory; is the coveted object worth the cost?
Design Tips:
- No combat in Stage 2 unless the entire stage is a tense negotiation
- Multiple NPCs provide richer interaction; see AX.C.14.03 for quick NPC construction
- Prepare 2–3 possible solutions
- Information gathered here should be useful in Stages 3–4
- Give quiet characters spotlight moments
- This should take 30–45 minutes of game time
Sample Moral Choices:
- "The artifact can save one village but doom another which one?"
- "The prisoner knows the way forward but wants freedom; do you release them?"
- "The ritual requires a sacrifice; who gives what up?"
Stage 3: The Twist
Purpose: Surprise the players. Subvert expectations. Complicate the situation dramatically.
Structure:
- Something unexpected occurs
- Players must adapt to new information or circumstances
- Raises stakes or reveals deception
Twist Types:
- Betrayal: Ally was actually enemy; helper has ulterior motives
- Reversal: The "villain" was protecting something; the "victim" was the real threat
- Complication: The artifact is cursed; the rescue target doesn't want rescue
- Ambush: Enemy was waiting; the trap was specifically for this party
- False Goal: What they sought isn't here; it was never the real objective
- Escalation: Bigger threat arrives; situation spirals out of control
- Revelation: A PC's backstory connects to current events
Plot Integration:
This is where the primary plot takes its most dramatic turn. The actors' true natures or relationships are revealed.
Examples by Plot Type:
- Supplication (1-1): The "persecutor" appears and reveals they're the rightful authority; the supplicant is a deceiver
- Deliverance (2-1): The threatener was protecting the unfortunates from something worse
- Familial Hatred (1-3): The party discovers they're all related; this is a family matter
- An Enemy Loved (5-5): One PC realizes the enemy is someone they cared about
Design Tips:
- The twist should make sense in retrospect but surprise in the moment
- Seed clues in Stages 1–2 so players feel clever piecing it together
- Don't make the twist negate everything they've accomplished
- Allow for player reactions pause to let them discuss
- This revelation should directly impact Stage 4
- This can be a quick scene (10–15 minutes) or longer if combat ensues
Foreshadowing Examples:
- Stage 1: Guard mentions "the master's protection"
- Stage 2: Find a letter warning against "the false savior"
- Stage 3: Reveal that they're guarding villagers from a plague the party might spread
Stage 4: The Climax
Purpose: Resolve the primary plot through the final conflict. Highest stakes, greatest challenge.
Structure:
- Culmination of all previous stages
- Usually the most mechanically challenging encounter
- Success or failure has clear consequences
Conflict Types:
- Combat: Boss fight with Elite (8–10D) or Champion (11–13D) threat
- Negotiation: Tense diplomacy with real risk of failure
- Race Against Time: Complete objective before deadline
- Skill Challenge: Complex multi-person coordination test
- Chase: Pursuit with obstacles and hazards
- Ritual Completion: Protected spellcasting under pressure
- Hybrid: Combat while also achieving a separate objective
Plot Integration:
The actors in the primary plot reach their moment of truth. Players directly interact with or embody these roles.
Examples by Plot Type:
- Daring Enterprise (3-2): Final confrontation with the adversary over the goal; bold leader's plan reaches fruition
- Revolt (2-2): Face the tyrant directly; inspire or lead the conspirators
- Obtaining (6-2): All opposed groups converge; the judge or referee makes their decision based on the party's actions
- Conflict with a God (1-6): The immortal's avatar appears; mortal characters must find a way to prevail
Design Tips:
- Use appropriate power level for your party (see AX.C.14.06 for encounter balance)
- Make the environment interesting: hazards, cover, multiple levels
- Have enemy tactics prepared but be ready to adjust
- Multiple objectives create more interest than "defeat all enemies"
- Allow for non-combat resolutions if players are creative
- This should take 45–60 minutes of game time
Encounter Design Elements:
- Primary Threat: Elite or Champion enemy
- Secondary Threats: Minions or environmental hazards
- Objectives: Beyond "defeat all enemies" rescue, stop a ritual, escape, etc.
- Complications: Reinforcements, time limit, difficult terrain
- Escape Plan: How does the enemy retreat if losing?
Stage 5: The Resolution
Purpose: Wrap up the current adventure and seed the next one. Provide rewards and introduce the secondary plot hook.
Structure:
- Immediate aftermath of Stage 4
- Rewards distributed
- Hook for future adventure discovered
- Loose ends addressed or deliberately left dangling
Resolution Elements:
- Rewards: Wealth, equipment, and items appropriate to party level; see Genre Catalog for setting-specific values
- Information: New knowledge, a contact, reputation, a map
- Consequences: How did their choices affect the world? See AX.C.14.08 for tracking guidance
- Character Moments: Time for PC interactions and reflection
- The Hook: Introduction of the secondary plot
Hook Types:
- Item: Found letter, map, mysterious artifact
- NPC: Survivor who needs help, prisoner with information, messenger arrives
- Revelation: True nature of what they faced; bigger picture emerges
- Complication: Unintended consequence of their victory
- Invitation: Summoned by authority, challenged by rival, recruited by faction
Plot Integration for Secondary Hook:
Use the secondary plot here. It doesn't need to connect to the primary plot at all that contrast creates variety. Choose a plot with different themes and actors.
Examples:
- Primary Plot: Mystery (5-2) They solved the enigma; Secondary Hook: Pursuit (5-1) Find evidence someone is hunting one of the PCs
- Primary Plot: Revenge (3-1) They helped the avenger; Secondary Hook: Disaster (1-2) A messenger arrives saying their home settlement has fallen
Design Tips:
- Don't rush this stage give time for players to absorb the outcome
- A Short Rest is appropriate here
- Rewards should include 1–2 useful items plus wealth
- The hook should be intriguing, not demanding players choose when to pursue it
- End on a question or unresolved tension
- This should take 20–30 minutes of game time
Reward Scale by Party Level:
| Party Level | Wealth | Consumables | Permanent Items |
|---|---|---|---|
| 6D (New) | Modest (Genre Catalog) | 1–2 | Possibly 1 minor item |
| 9D (Mid) | Significant (Genre Catalog) | 2–3 | 1 item |
| 12D (High) | Substantial (Genre Catalog) | 3–4 | 1–2 items, possibly 1 major item |