Sabre Runner's Adventure Template

by Sabre Runner

Search GM Binder Visit User Profile
Sabre Runner's Adventure Template
by Eran "Sabre Runner" Arbel

REMOVE THIS! REPLACE ANYTHING INSIDE [] WITH YOUR OWN CONTENT!

And if you want an example of all this, buy my adventure on the DM's Guild!

Adventure Primer

[Cool Qoute]

[Say again for what amount of what characters this adventure is for. Also good to mention how long it's supposed to run.]

[The intended setting for this adventure, or options on where to place it.]

[What type of adventure is this, what players should expect, and maybe even tell them what characters to bring.]

[Maturity rating, accessibility notes, and any triggers you think could happen from this adventure.]

Background

[Give some background notes to the guide, things they should know before the adventure starts.]

Overview

The adventure’s story is spread over [number] parts and takes [number] hours to play. The adventure begins with a Call to Action scene.

The main goal of the adventure is [...]

  • Call to Action: [Just giving the PCs the lay of the land and the task before them.]
  • Part 1 - [Part Name]: [Should be some lead up to immerse the players in the situation. Nothing too major, preferable to focus 70/20/10 Exploration, Social, and Combat.]
  • Part 2 - [Part Name]: [The core of the experience, the big reveal. Preferable to focus 30/40/30]
  • Part 3 - [Part Name]: [The final encounter, the twist. Preferable to focus 30/20/50]

Adventure Hooks

[General definition of the characters that are gearing up for the adventure.] But you can also address specific characters with specific interests.

They could be:

  • Background - [Background Name]. [Why a person with this background might be interested.]
  • Alignment - [Alignment Name]. [Why a person with this alignment might be interested.]
  • Class - [Class Name]. [Why a person with this class might be interested.]
  • Race - [Race Name]. [Why a person with this race might be interested.]

Tabletop Audio

Throughout this adventure are recommendations for audio tracks to use, whether for inspiration for the mood of the section or to actually play at your table.

To access these tracks, go to Tabletop Audio and find the tracks by name. Then you can play them from the site or save them for later.

Format

I don't write adventures exactly in the style prescribed by Wizards of the Coast. I find it is not very conductive to remembering the information or referencing it mid-game. Also, as a non-English native, guiding almost entirely non-English games, boxed text is almost entirely useless for me.

Therefore, every part of the adventure is divided into Scenes.

Each scene has several sections: The Scene, NPCs, Motivation, Information, Treasure and Pillars.

The Scene describes the scene itself with Sights, Sounds, and Smells (Sometimes even Touch and Taste).

NPCs describes the prominent characters the party might encounter, who they are, and how they look.

Motivation describes what the NPCs in the scene want, what their goals are, and what their purpose is in that scene.

Information describes the possible sources of information in the scene that the party might explore, and what they hold.

Treasure describes any material gain the party might find and what they have to do to get it.

Pillars describes the three pillars of D&D (Exploration, Social, and Combat) and suggestions of how the scene might react if the party tries each of them. If this section is empty, the scene is not meant for intricate interaction.

Difficulty explains how to make the scene slightly easier or harder if you feel the need to.

Call to Action: [Part Name]

Estimated Time: [Number] minutes.

This section is the call to action. It is not very interactive and is meant mostly for the players to start feeling comfortable with the world, and for them to get the information they need to do their job.

[Short description of what is expected to happen and what the characters should accomplish before moving on to the next part.]

Tabletop Audio Musical Note: ["Track Names"].

[Scene Number & Scene Name]

The Scene

Sights

[What can be see here?]

Sounds

[What can be hear here?]

Smells

[What can be smelled here?]

Touch

[What can be felt here?]

Taste

[What can be tastet here?]

NPCs

[NPC Name]

[Short physical description, who they actually are, attitude, and mannerisms]

Motivation

[NPC Name]

[What are they trying to achieve? What do they really want? What are they doing here?]

Information

[Information Source - creature or object]

[What can be gleaned from this source and how will it respond to predictable approaches?]

Treasure

[What can be retrieved (from creatures or objects) and what must be done to get it?]

Pillars

Exploration

[What skills or other interactions can PCs perform and what will they achieve?]

Social

[What will happen if the PCs act kindly, harshly, or manipulatively towards creatures?]

Combat

[How will creatures behave if combat ensues and what terrain or environmental hazards will affect combat?]

Difficulty

Easier

[What to do to make the scene easier.]

Harder

[What to do to make the scene harder.]

Part 1: [Part Name]

Estimated Time: [Number] minutes.

This part is supposed to be the lead up, setting the ground work, getting to the main event. Failure here should hinder the characters but not prevent them from accomplishing the adventure's goals.

[Short description of what is expected to happen and what the characters should accomplish before moving on to the next part.]

Tabletop Audio Musical Note: ["Track Names"].

[Scene Number & Scene Name]

The Scene

Sights

[What can be see here?]

Sounds

[What can be hear here?]

Smells

[What can be smelled here?]

Touch

[What can be felt here?]

Taste

[What can be tastet here?]

NPCs

[NPC Name]

[Short physical description, who they actually are, attitude, and mannerisms]

Motivation

[NPC Name]

[What are they trying to achieve? What do they really want? What are they doing here?]

Information

[Information Source - creature or object]

[What can be gleaned from this source and how will it respond to predictable approaches?]

Treasure

[What can be retrieved (from creatures or objects) and what must be done to get it?]

Pillars

Exploration

[What skills or other interactions can PCs perform and what will they achieve?]

Social

[What will happen if the PCs act kindly, harshly, or manipulatively towards creatures?]

Combat

[How will creatures behave if combat ensues and what terrain or environmental hazards will affect combat?]

Difficulty

Easier

[What to do to make the scene easier.]

Harder

[What to do to make the scene harder.]

Part 2: [Part Name]

Estimated Time: [Number] minutes.

This should be the main part of the adventure, fulfilling the goal that was set before them at the start. Failure here could mean failing the mission entirely, forfeiting the prize, and maybe never being able to repeat it.

[Short description of what is expected to happen and what the characters should accomplish before moving on to the next part.]

Tabletop Audio Musical Note: ["Track Names"].

[Scene Number & Scene Name]

The Scene

Sights

[What can be see here?]

Sounds

[What can be hear here?]

Smells

[What can be smelled here?]

Touch

[What can be felt here?]

Taste

[What can be tastet here?]

NPCs

[NPC Name]

[Short physical description, who they actually are, attitude, and mannerisms]

Motivation

[NPC Name]

[What are they trying to achieve? What do they really want? What are they doing here?]

Information

[Information Source - creature or object]

[What can be gleaned from this source and how will it respond to predictable approaches?]

Treasure

[What can be retrieved (from creatures or objects) and what must be done to get it?]

Pillars

Exploration

[What skills or other interactions can PCs perform and what will they achieve?]

Social

[What will happen if the PCs act kindly, harshly, or manipulatively towards creatures?]

Combat

[How will creatures behave if combat ensues and what terrain or environmental hazards will affect combat?]

Difficulty

Easier

[What to do to make the scene easier.]

Harder

[What to do to make the scene harder.]

Part 3: [Part Name]

Estimated Time: [Number] minutes.

This part should be a bonus to the main goal or the final confrontation that could go either way. If the PCs are losing, they should still be able to cut their losses and still call this mission a success, or maybe something gets away to be a threat further down the line.

[Short description of what is expected to happen and what the characters should accomplish before moving on to the next part.]

Tabletop Audio Musical Note: ["Track Names"].

[Scene Number & Scene Name]

The Scene

Sights

[What can be see here?]

Sounds

[What can be hear here?]

Smells

[What can be smelled here?]

Touch

[What can be felt here?]

Taste

[What can be tastet here?]

NPCs

[NPC Name]

[Short physical description, who they actually are, attitude, and mannerisms]

Motivation

[NPC Name]

[What are they trying to achieve? What do they really want? What are they doing here?]

Information

[Information Source - creature or object]

[What can be gleaned from this source and how will it respond to predictable approaches?]

Treasure

[What can be retrieved (from creatures or objects) and what must be done to get it?]

Pillars

Exploration

[What skills or other interactions can PCs perform and what will they achieve?]

Social

[What will happen if the PCs act kindly, harshly, or manipulatively towards creatures?]

Combat

[How will creatures behave if combat ensues and what terrain or environmental hazards will affect combat?]

Difficulty

Easier

[What to do to make the scene easier.]

Harder

[What to do to make the scene harder.]

Epilogue: [Part Name]

Estimated Time: [Number] minutes.

[Wrap up the adventure. This shouldn't be very interactive too and just give the characters the final rewards, the satisfaction, and release.]

Tabletop Audio Musical Note: ["Track Names"].

[Scene Number & Scene Name]

The Scene

Sights

[What can be see here?]

Sounds

[What can be hear here?]

Smells

[What can be smelled here?]

Touch

[What can be felt here?]

Taste

[What can be tastet here?]

NPCs

[NPC Name]

[Short physical description, who they actually are, attitude, and mannerisms]

Motivation

[NPC Name]

[What are they trying to achieve? What do they really want? What are they doing here?]

Information

[Information Source - creature or object]

[What can be gleaned from this source and how will it respond to predictable approaches?]

Treasure

[What can be retrieved (from creatures or objects) and what must be done to get it?]

Creature Statistics

[Use Insert\Monster Block to add the creatures present in the adventure. This is also a good place to detail your villain for the adventure and what makes them so.]

Map [Map Number & Name]

[Enter a map here if you want.]

Adventure

Title

[Back side blurb.]

[Get possible buyers hooked on your adventure.]

[Some simple generic info about who this adventure is good for.]

Cover Art: DM's Guild

Credits

Design & Writing by Eran "Sabre Runner" Arbel.

Monster Design by Eran Arbel.

Map by Eran Arbel

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by [your legal name or company name] and published under the Community Content Agreement for Dungeon Masters Guild.