Create the DM Background Sheet
Ok, we are at the home strech now. All the data we setup earlier needs to be turned into our adventure.
We will make 2 documents. The first document is the DM background sheet, detailed here. The second document is optional. You can flesh out individual encounters using the forms in the DnD Adventure Cookbook that you printed out earlier.
This is the part where the random stuff ends. You need to flesh out the adventure material to suit your players, campaign, personal style, etc......
Theme: Espionage. - lets say the players are going to be hired
(easy to setup the hiring process on the fly) by a group of farmers/villagers.
They are going to infiltrate and clean out a local 'haunted' tomb, before the
farmers expand their fields out to that area. People have disappeared in the
area before, and its general reputation is a negative one.
Goals: Explore New Area. - self explanatory - it fits in perfectly
with the theme above.
Story Hooks_Maguffins: Hero Offended. - again, this works well.
Before the players encounter the villagers and get hired, they are beset by
the Nocturnal Predators listed below (Skeletons). This can happen while camping
on a road side. Or maybe they are all traveling in a caravan together for free,
in exchange for their services as guards.
General Setting: Exotic Distant Land. - after this initial
play session (these are new characters), have them develop into their player
background details as to why they are traveling to the Frontier Lands.
Specific Settings: Lost City and Classic Dungeon. - we went
with the tomb instead - the characters are going into the only underground level
of the tomb, which is a single tomb with a single entrance, set on a hilltop.
Allies and Neturals: Tragic Fellow Hero. - lets create a fellow
in the village who is the sole survivor of a previous expedition to clear out
the tombs. This former party never made it inside the tomb, because they were
beset by skeleton guards and wiped out (surprise attack).
Master Villain: The Corruptor. - the Cleric who leads the other
goblins (who run the tomb) is the Master Villain. Lets also put in a reference
to a superior somewhere in the tomb. This person is the one who tells the goblin
what to do. Makes it easy to handle a real future master villain, without worrying
about it right now.
Minor Villains: The Childhood Friend with a Dark Secret and
The Childhood Friend with a Dark Secret. - that must mean the computer really
wanted the Childhood friend. Lets say a friend of the party, who is the go-between
for the Master Villain (to be named later) and the Goblin Cleric. The dark secret
- he has been cursed at some point in his life, and is being forced to obey
the Master Villain in some sort of unwilling manner.
Plots: The Accumulation of Elements. - we will skip this one
Climaxes: Prevented Deed. - when the characters first encounter
the Goblin Leader, he will be in the middle of a ceremony to sacrifice the daughter
of the village mayor. Make sure to incorporate the fact she is missing in the
initial village encounter.
Monster Encounters: Nocturnal Predator. - the skeletons who
will attack the party before they enter the village
Character Encounters: Old Friend at the Wrong Time. - skip
that
Traps and Deathtraps: Tomb Deathtraps. - the random dungeon
we created earlier had some traps in it - we can flesh them out using the Netbook
of Traps or something similar - print it out and browse it before the group
gets to your house
Special Conditions: Coping with a Curse. - we will skip this
one
Red Herrings: Artifact That Doesn't Work. - we will skip this
one
Omens and Prophecies: Innocent Fulfills Prophecy. - skipping
Moral Quandaries: The Honor Quandary. - skipping
Chases: Water. - skipping
Secret Weakness: Holy Symbol. - there is a pendant on a wooden
staff in the room with the Goblin Leader. If the players knock down the pendant
from the staff, the Goblin cleric will lose all spellcasting abilities.
Cruel Tricks and Complications: Wanted by the Law. - skipping
Create the Adventure Encounter Outline
Now that we have fleshed out the elements of the adventure, you need to setup your 6 encounters (well, I personally recommend around 6 encounters per session, but an adventure can easily span multiple sessions). I usually just Outline the 6 encounters, using printed copies of the forms from the DM Design Kit. My 6 encounters will be:
This took me about 20-30 minutes to come up with all of this stuff. Total so
far of about 1 hr 45 minutes of time has been spent on this adventure. By the
time we finish the Adventure Encounter
Sheets, we will probably be at 2:30 of time spent total. This sheet is primarily
an outline - a series of notes that I will use to reference during the adventure.