Adventure Prep
Adventure Prep
AX.C.14.05
This section covers the session prep workflow for building a single-session adventure using the 5-stage structure from AX.C.14.04.
For encounter composition, power budgets, and encounter balance, see AX.C.14.06.
Adventure Creation Workflow
A complete adventure can be prepared in roughly two hours following these eight steps. Experienced GMs will compress this significantly; the time estimates are calibrated for first-time use.
Step 1: Select Your Plots
(10 minutes)
Roll or choose two plots from the 36 Dramatic Situations table (AX.C.14.04):
- Primary Plot: The main adventure theme
- Secondary Plot: The Stage 5 hook
Write down the actors and elements for each. These are the dramatic framework everything else hangs on.
Step 2: Set the Premise
(15 minutes)
Answer these questions:
- Where does this take place? (Dungeon, wilderness, city, other plane)
- Why are the PCs involved? (Hired, personal stake, stumbled into it)
- What do the PCs know at the start? (Complete briefing, partial info, nothing)
- What's the time pressure? (Urgent, moderate, leisurely)
Adapt the primary plot's actors to the setting:
- Who are they specifically in this world?
- What are their motivations?
- How do they connect to the PCs or their interests?
Step 3: Design Stage 1
(20 minutes)
Choose a test type: combat, puzzle, social, stealth, or skill.
For Combat:
- Select or create an appropriate threat; see AX.C.13 for building guidelines
- Use Minion (3–4D) or Standard (5–7D) threats for Stage 1
- Design a simple battlemap or theater-of-mind description
- Prepare enemy stats and tactics
For Puzzle or Skill:
- Define the challenge clearly
- Set Threshold 2–3 for most challenges
- Determine which Talents apply
- Prepare 2–3 possible solutions
For Social:
- Create an NPC with a want and an obstacle; see AX.C.14.03
- Decide what they want from the PCs
- Determine how they can be persuaded
- Prepare 2–3 dialogue entry points
Plot Integration:
- Which actor or element from the primary plot appears?
- How does this foreshadow the main conflict?
Step 4: Design Stage 2
(20 minutes)
Choose a contemplation type: riddle, moral choice, NPC interaction, or investigation.
Create the Challenge:
- Write out the riddle or puzzle with its answer
- OR define a moral choice with consequences for each path
- OR create NPC(s) with information to share; see AX.C.14.03
- OR hide clues for investigation
Plot Integration:
- What deeper truth about the primary plot is revealed?
- How does this complicate simple assumptions?
- What stakes are raised?
Information to Convey:
- List 3–5 facts players might learn
- Decide which are obvious, which require work
- Prepare how each NPC or clue presents information differently
Step 5: Design Stage 3
(15 minutes)
Choose a twist type: betrayal, reversal, complication, ambush, false goal, escalation, or revelation.
Craft the Twist:
- What specific surprise occurs?
- How does it relate to Stages 1–2?
- What new challenge does it present?
Plot Integration:
- How do the actors' true natures emerge?
- What relationship or motivation was hidden?
- How does this recontextualize earlier stages?
Foreshadowing Check:
- Add 2–3 subtle clues to Stages 1–2 that hint at the twist
- They should be noticeable in retrospect but not obvious initially
Prepare Player Reactions:
- How might players respond?
- What information is revealed if they ask questions?
- Does the twist lead to immediate conflict or more roleplay?
Step 6: Design Stage 4
(30 minutes)
This is the climax — spend the most time here.
Choose Conflict Type: Combat (most common), negotiation, race against time, skill challenge, or hybrid.
For Combat Climax:
- Select or Create Boss: Elite (8–10D) or Champion (11–13D) appropriate to party; see AX.C.13.02
- Add Support: 2–4 Minions (3–4D) or 1–2 Standard threats (5–7D)
- Design Environment:
- Terrain features (difficult terrain, cover, height variations)
- Hazards (fire, traps, collapsing structure)
- Interactive elements (doors, barriers, mechanical triggers)
- Set Objectives: Beyond "defeat all enemies" — protect someone, complete a time-sensitive action, prevent the enemy from achieving their goal
- Prepare Tactics: How does the enemy fight given their Wit tier? See AX.C.13.04
- Plan Retreat: How does the enemy disengage if losing?
For Non-Combat Climax:
- Define stakes clearly
- Set Thresholds for success
- Prepare for failure — rarely the end; see AX.C.14.02 on reading results
- Make time pressure concrete
- Allow for creative solutions
For encounter composition and power budgets, see AX.C.14.06.
Plot Integration:
- All actors in the primary plot appear or are referenced
- The conflict directly embodies the plot's core tension
- Resolution of the conflict resolves the plot
Step 7: Design Stage 5
(15 minutes)
Immediate Aftermath:
- What's the scene immediately after Stage 4?
- Who survived? What's damaged or changed?
- What can be found, looted, or learned?
Rewards:
- Wealth: Appropriate to party level and Genre Catalog
- Items: 1–2 permanent items, 2–3 consumables
- Information: New knowledge, contacts, reputation
- Advancement: Have characters accumulated XP toward a Stage unlock? See AX.C.14.08
The Hook:
- Adapt the secondary plot to the current situation
- Make it intriguing but not demanding — players choose when to pursue it
- Connect it to something in the current adventure OR introduce a completely new thread
- This thread should be tracked as a world thread; see AX.C.14.08
Examples of Secondary Plot Hooks:
- Supplication (1-1): An NPC begs for help against a powerful persecutor
- Abduction (4-2): Learn someone important has been taken
- Mystery (5-2): Find a cryptic message or unsolvable puzzle
- Revolt (2-2): Hear rumors of conspiracy against a local authority
Step 8: Review and Refine
(20 minutes)
Check Pacing:
- Does Stage 1 hook players quickly?
- Does Stage 2 provide contrast in challenge type?
- Will Stage 3 genuinely surprise the players?
- Is Stage 4 challenging but achievable?
- Does Stage 5 provide satisfaction AND anticipation?
Check Balance:
- Run numbers on Stage 4 combat; see AX.C.14.06
- Verify skill Thresholds are appropriate: Threshold 2 for standard tasks, Threshold 3–4 for hard ones
- Ensure the party has tools to succeed, but not guaranteed success
Check Plot Integration:
- Does each stage advance or reveal the primary plot?
- Are the actors present or referenced?
- Will players understand the plot's shape by Stage 4?
- Does the Stage 5 hook feel distinct from the primary plot?
Prepare Materials:
- Write stat blocks for all enemies; see AX.C.13.03
- Note key NPC dialogue and information
- List rewards specifically
- Create or find a battlemap for Stage 4
- Write stage transitions: what do players see and hear as each stage begins?