Adventure Recipes
These recipes use eight steps. You might want to look ahead to your future steps and make choices out of order based on what's most important for you to convey. The catch-all term “opposition” refers to the various adversaries and obstacles the PCs will face. The opposition should be thematically consistent but not necessarily monolithic. It might contain multiple individuals or groups who might not get along with one another.
- Styles: The overall vibe of your game, such as exploration, dystopian adventure, horror, infiltration, intrigue, military adventure, mystery, planar adventure, romantic adventure, or space opera. These frameworks offer guidelines for the number of sessions and types of encounters that work best.
- Threats: Thematic dangers to incorporate into your game, and ways to evoke them as you play. The style and threat are the core parts of your recipe.
- Motivations: Determine more specifically what the opposition's goals and motivations are.
- Story Arcs: This section gives you guidance on how to construct story arcs that will play out over your adventure and maybe beyond.
- NPCs and Organizations: The characters and factions you include should fit the theme.
- Locations: The adventuring sites and settlements featured in your adventure.
- Encounters: The individual rooms and locales within your adventuring sites, including the creatures and hazards found at these places.
- Treasure: The rewards you give out to characters after dealing with encounters.
Styles
Exploration
Exploration Scenes 1 long voyage to reach the complex or site (sometimes called a “dungeon” in fantasy-themed games); 3 voyages through long, trapped hallways or mazes; 1 secure hangar or other staging area; 2 secret rooms
Combat Encounters 2 trivial, 8 low, 6 moderate, 2 severe. Many encounters can be bypassed through secret routes or by infiltrating the complex using skills and spells.
Roleplaying Encounters 4 conversations with security guards, workers, prisoners, or other creatures; 1 negotiation to establish a truce or business deal with the faction controlling the site
Encounter Tropes Laser-trapped hallways, security cameras, and robotic sentries, with occasional vaulted chambers, long hallways, catwalks, traps, and puzzles.
Dystopian Adventure
Exploration Scenes 1 long voyage in outer space, plagued by attacks; 2–3 explorations of sites in urban environments or outer space; 1 prison break, heist, or other test of skill
Combat Encounters 4 trivial, 7 low, 7 moderate, 4 severe, possibly 1 extreme. Foes are often intelligent and represent rival factions, law enforcement, or outlaws.
Roleplaying Encounters 2 battles of wits, 2 chances to best opponents with deception or threats, 2 opportunities to gather information and rumors
Encounter Tropes Stakes are often more personal, such as the PCs clearing their names from a false accusation or being paid to eliminate a problem. Betrayal, ambushes, and other duplicity. Urban disasters, piracy, and unfriendly crowds. Allies are often untrustworthy and might betray the PCs during the adventure. Downtime might include hard labor, exploring seedy night clubs and dives, or criminal activities.
Horror
Exploration Scenes 1 short voyage full of ill omens; 2–4 creepy areas to investigate, like haunted reactors or cursed magitech laboratories
Combat Encounters 2 moderate, 1 severe, possibly 1 extreme. Avoid trivial- and low-threat encounters, except as moments of relief in a longer adventure. Extreme-threat encounters against overwhelming foes are excellent in horror one-shots.
Roleplaying Encounters 2 conversations with doubtful authority figures, 1 opportunity to gather information and rumors, 1 revelation of a horrible truth
Encounter Tropes Surprising and jarring encounters, making it hard for the PCs to feel safe. Encounters that feel overwhelming, even when they're not. Retreat is often the right option (include a reasonable way for the PCs to escape). Environmental storytelling reveals terrible
Infiltration
Exploration Scenes 1 voyage, or a tour of a site's location and defenses; 2–3 trapped rooms and vaults
Combat Encounters 4 low, 4 moderate, 1 severe. Most combat encounters can be bypassed with stealth and subterfuge.
Roleplaying Encounters 1–2 encounters with security patrols or workers in which the PCs must avoid suspicion or resort to combat
Encounter Tropes Secure complexes with locked and trapped doors, automated defenses, and security patrols. Victory conditions that are goal or deadline oriented—controlling a fortress for 10 minutes while someone uploads a virus into the server mainframe, robbing a bank, rescuing prisoners, and so on.
Intrigue
Exploration Scenes 3–4 competitions, performances, or other tests of skill; 1–2 infiltrations or escapes
Combat Encounters 2 trivial, 2 low, 4 moderate, 1 severe. Severe-threat encounters should be reserved for major reveals of the ongoing intrigue—an ally is revealed to be a foe, a schemer is exposed and calls their elite bodyguards, and so on.
Roleplaying Encounters 2–3 battles of wits; 2 political or courtroom scenes; 1 conversation with a cryptic source; 2 opportunities to gather information and rumors
Encounter Tropes Urban environments, including fights atop racing vehicles, around (and atop) furniture, and leaping or flying between rooftops. Ambushes in apparently safe social settings. Assassination attempts.
Military Adventure
Exploration Scenes 1 long voyage and 2–3 patrols, or a tour of the defenses for an invasion; 2–3 trapped enemy outposts and enemy starship squads
Combat Encounters 4 low, 4 moderate, 1 severe. Most combat encounters should be made up of 2–4 foes, typically troopers with a range of capabilities.
Roleplaying Encounters 1–2 skill challenges to convince neutral parties to become allies or raise troops' morale, 1-2 conversations with commanding officers
Encounter Tropes Fortified battlegrounds with automated defenses and security patrols. Epic starship battles in outer space or in atmosphere over a contested planet. Victory conditions that are goal or deadline oriented—defeating an enemy squad, capturing a planet or starship, infiltrating an enemy fortress, stealing an experimental weapon, and so on.
Mystery
Exploration Scenes 2–3 trapped rooms, concealed hideouts, or other tests of skill; 2 puzzles or investigations
Combat Encounters 2 trivial, 4 low, 6 moderate, 6 severe. Solving the mystery uncovers an advantage over any powerful foe or reveals an important secret.
Roleplaying Encounters 1 battles of wits, 1 conversation with an unusual ally, 1 opportunity to gather information and rumors, 1 gathering to reveal the answer to the mystery
Encounter Tropes Encounters come naturally during investigations or upon discovering some element of the mystery. Multiple clues can send PCs to the same locations; if the mystery stalls, some creature that doesn't want the PCs to solve the mystery can attack to move the plot forward.
Planar Adventure
Exploration Scenes 3–4 long voyages through different planes, often using magic, Drift engines, spells, or a planar vessel, punctuated by combat; 1–2 scouting a demiplane, planar city or fortress, or other planar stronghold
Combat Encounters 4 low, 12 moderate, 6 severe, 2 extreme. Avoid trivial-threat encounters, except as set dressing to introduce a new plane.
Roleplaying Encounters 4 conversations with bizarre creatures, including some with alien ways of thinking; 4 opportunities to gather information and rumors
Encounter Tropes Fights showcasing otherworldly environs—in the churning colors of the Drift, in hurricane-force winds, on chunks of metal floating along rivers of lava, atop bottomless pits, or inside the cockpits of 100-foot-tall magical engines breaching the gates of Hell.
Romantic Adventure
Exploration Scenes 1 tour of a port of call; 1 adventure into the outskirts to fight bandits, hunt, or preserve wildlife; 1 tournament to prove a PC's love or outdo a rival
Combat Encounters 2 trivial, 3 low, 6 moderate, 1 severe. Emphasize emotional stakes and battles that end with the loss of honor or pride, not life.
Roleplaying Encounters 2 battles of wits, 1 gala or party, 1 entreaty before a socialite or political leader, 2 scenes of relaxation or carousing with unexpected import
Encounter Tropes Duels—social or combat—against romantic rivals. PCs and their foes fight only for a purpose or cause. Savvy enemies have strong connections to the PCs. Rivals might become lovers.
Space Opera
Exploration Scenes 2 long voyages in outer space, punctuated with combat; 1 exploration of a dangerous complex, starship or street race, or other test of skill
Combat Encounters 4 trivial, 10 low, 12 moderate, 4 severe.
Roleplaying Encounters 2 battles of wits; 4 conversations with potential allies
Encounter Tropes Unique environments and terrain for dynamic battles. Boarding a starship during a space battle, fighting atop skyscrapers, racing enercycles, dogfights between starships, and so on. Use difficult terrain sparingly, coupled with creative ways to get around it. Large groups of low-level enemies the PCs can defeat with ease.
Threats
Corruption
- Show the effects of corruption on people and places, especially those closely connected to the PCs. Once-safe areas become less friendly and present threats, allies become unable to help or even turn against the PCs.
- Make enemies subtle; patient; willing to allow rumors, lies, diseases, and poisons time to take effect. In battle, they might be satisfied to curse PCs and their allies or otherwise inflict long-term afflictions, then retreat.
- Contrast the corruption with education, healing, and working toward progress that uplifts everyone.
- When the PCs make progress, allow them to expose agents of corruption and to inoculate allies and neutral parties against the growing threat or educate them about it.
Foes fiends, Midwives, psychic fungus, undead
Devastation
- Show the effects of destruction on people and places, especially those the PCs hold dear. Show them desperate, devoid of resources, and psychologically changed.
- Make enemies hard to reason with and overwhelming in number. In battle, they want not just to win, but to kill, maim, or devour.
- Contrast devastation with forces of preservation and order.
- When the PCs make progress, show the slow recovery from devastation.
Foes dragons, daemons, Swarm
Extremism
- Demonstrate the ruthlessness of the enemy, especially the discrepancy between their care for their cause and their ambivalence or hatred toward everything else.
- Have enemies focus purely on their goal. Have them fall back on their rhetoric or dogma to justify themselves.
- If something about the extremists' cause is just—such as preserving the natural world or protecting their people— reveal the foes' sympathetic side. Demonstrate the horror of what they're fighting against in addition to the horror of the way they fight it.
- When the PCs make progress, show uncertainty or demoralization in their foes, possibly even desertion in their enemies' ranks.
Foes angels, cultists, jinsuls, terrorists
Mayhem
- A single powerful foe is a common source of mayhem, but a pack, herd, cult, or secret society could also be to blame. The source of the mayhem might have resulted from the natural order being out of balance or might be a distraction set off by a different foe looking to use it to further its own goals.
- Emphasize the cascading effects of unchecked mayhem. Normal trade, travel, and similar systems are disrupted, causing problems far from the immediate location of violence and disruption.
- When the PCs make progress, show how resilient systems can recover from massive disruptions but might need additional help or protection.
Foes akatas, beasts, bloodbrothers, dinosaurs, gremlins, orocorans
Subjugation
- Show how groups submit to subjugation rather than suffer the consequences of resistance. The PCs see elements of culture destroyed to ensure subjugation— are religions and churches destroyed, subverted, or replaced? Are lackeys put in place to keep oppressed populations in line?
- Make enemies self-righteous, focused, and in control of groups they've previously subjugated. Fights aren't just for the sake of violence, but steps toward greater control.
- Show opposition: open conflict, rebellion, secret groups, sabotage, and countercultural art. Give PCs the opportunity to support or participate in each.
- When the PCs make progress, have previously cowed or neutral parties be moved to rebel.
Motivations
Consider these questions so you can use the answers when deciding what the opposition will do.
- What does the opposition want?
- Who or what does the opposition fear? (And no, “the PCs” isn't an answer.)
- Why is the opposition sure to succeed? If the PCs don't do anything, what makes the opposition unstoppable?
- What are the opposition's weaknesses? How can they be bribed or tricked? What's something they ignore that might be used against them?
Story Arcs
Many arcs will last only for the duration of one adventure, but others build up and recur across the whole campaign. Include some of each so you have variety. This also provides closure, as the players can see some storylines wrapped up in the short term and others over a long period. Too many dangling plot threads can result in some being forgotten or make players feel overloaded.
Touchstones like the ones below make a story arc adaptable, not too restricted to specific scenes or characters.
- Use motifs. Use repeated thematic elements, visuals, phrases, and items to reinforce the connection between one adventure or segment of the story and another. The motif can also build in complexity as you move further along in the overarching story.
- Follow character growth. Respond to how the PCs changed in previous adventures. Their next undertaking should reflect who they are now.
- Escalate! Build on the previous story and show that the next threat is scarier. The first adventure might endanger a port of call, the next a planet, the next the whole system of planets orbiting a star, and so on.
- Bring in recurring characters. A recurring character is especially strong if they appear in similar circumstances each time. For instance, a space pirate might appear in the campaign only when she wants the PCs to undermine her rivals or is trying to rob them.
- Make each adventure count. While developing an arc, don't diminish individual adventures by making what happened in them inconsequential compared to the larger story. Illustrate the consequences of such adventures so the players feel a sense of accomplishment for completing one before they move onto the next. Each adventure needs some sort of denouement to show immediate and lingering effects of the PCs' victory or defeat.
- Make choices matter. Describe the consequences of PC actions and allow their choices to shape the story.
NPCs and Organizations
Locations
Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards. These challenges should suit your adventure's location: barrels of radioactive waste in an old power plant, clouds of acidic gas on an alien planet, or high-tech defenses left armed aboard an abandoned starship.
Additional Guidance: building your own hazards, environments, hazards
Encounters
Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a research station filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional.
Additional Guidance: building your own creatures, building your own hazards, encounter design
Treasure
Additional Guidance: assigning treasure