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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):

  1. Primary Plot: The main adventure theme
  2. 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:

  1. Select or Create Boss: Elite (8–10D) or Champion (11–13D) appropriate to party; see AX.C.13.02
  2. Add Support: 2–4 Minions (3–4D) or 1–2 Standard threats (5–7D)
  3. Design Environment:
  4. Terrain features (difficult terrain, cover, height variations)
  5. Hazards (fire, traps, collapsing structure)
  6. Interactive elements (doors, barriers, mechanical triggers)
  7. Set Objectives: Beyond "defeat all enemies" — protect someone, complete a time-sensitive action, prevent the enemy from achieving their goal
  8. Prepare Tactics: How does the enemy fight given their Wit tier? See AX.C.13.04
  9. 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?