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Chapter 7 of 13 · 3 min read

Adventures Made Easy

Three steps from two questions to a living adventure.

Step One: Ask Two Questions#

Every adventure begins with just two sentences:

What's the problem?

How is it resolved?

Write one sentence for each. That's your skeleton.

Step Two: Add Flesh#

With your problem and resolution in hand, start adding the muscles and skin: encounters, NPCs, traps, maps, and locations. Some detail should connect back to either the problem or the resolution, but always making the journey challengeing

From that seed, you already have a quest: confront the farmer, deal with undead, recover the amulet, travel to a desert ruin, and return it to break the curse.

Step Three: Scale to the Party#

Add details suited to the group's level - weak skeletons for beginners, or giant desert scorpions and hordes for veterans.

That's It.

Two questions, two sentences, and you have the foundation of an adventure.

From there, go deeper - add maps, encounters, NPCs, monsters, traps

Bring It to Life#

Ready for a tale of demonic possession, undead hordes, and a quest that will lead into the heart of an unforgiving desert? Meet your antagonist: a gnome farmer who discovers an amulet of untold power in the river's depths. Tempted by its allure, he becomes a vessel for a malevolent demon, and dark energies ripple through the land, summoning the dead.

Your adventurers must confront and subdue the farmer, face the risen undead, and claim the amulet. Their journey then leads across rolling hills into the desert, where an ancient ruin swallowed by shifting sands holds the amulet's true resting place. Along the way they'll battle both natural and supernatural foes until they uncover whether the curse can be broken and peace restored.

Finally, always remember: scale your challenges to the party's level. Make sure each encounter, trap, or mystery feels like a step toward resolving the core problem.

Two Sentences Adventures Example#

The Vanished Village#

Problem: An entire village disappears overnight.

Resolution: The adventurers must track the missing villagers to a hidden cavern and bring them home.

The Poisoned Well#

Problem: The town's only well turns toxic overnight, and those who drink from it grow violently mad.

Resolution: The adventurers must descend into the well's depths and destroy the corrupted water elemental lurking below.

The Drowned Cathedral#

Problem: A sunken cathedral rises from the lake after a hundred years, and the dead priests inside seek vengeance on the descendants who abandoned them.

Resolution: The adventurers must enter the flooded halls, confront the wrathful spirits, and consecrate the altar before the cathedral sinks again at dawn.

The Drowned Armada#

Problem: A fleet of ghostly warships rises from the ocean depths each night, attacking coastal villages and dragging ships beneath the waves to join their cursed crew.

Resolution: The adventurers must board the flagship during its nightly rise, battle through the drowned sailors and their spectral captain, dive to the sunken treasure hoard that binds them to the mortal world, and destroy the cursed admiral's crown before the entire fleet becomes powerful enough to march on land.

The Shattered Moon#

Problem: A piece of the moon breaks off and plummets toward the world, threatening catastrophic impact.

Resolution: The adventurers must ascend to the Astral Plane, find the ancient titan responsible, and force it to restore the celestial body.

The Lich's Bargain#

Problem: A lich ended a devastating war in exchange for the king's firstborn child, and now the king wants to break the pact.

Resolution: The adventurers must storm the lich's hidden sanctum and destroy the artifact binding its immortal soul before the child is claimed.

The God Who Forgot#

Problem: A god loses their memory and wanders the mortal realm, causing reality to warp and fray wherever they go.

Resolution: The adventurers must restore the god's divine essence by collecting fragments of their power scattered across multiple planes.