How would you design one page adventures?

Morrus

Well, that was fun
Staff member
(Note - this isn't a request for recommendations for existing producers of one-page dungeons -- I'm playing with designing my own format).

So, here are the restrictions:

  • Designed for one session of play
  • Strictly fits on one side of one letter/A4 sheet of paper
  • NOT just dungeons (even I can do a tiny map and a key!) -- flowcharts might feature?

What would you want to see in such a thing? (Assuming such a thing is a thing you might want to see).

My inspiration here is the 1-page RPGs designed by Grant Howitt. But instead, it's 1-page 5E adventures of various styles and genes and types. Definitely not just lots of mini dungeons!
 

log in or register to remove this ad

The link didn’t work so I didn’t see your example but if I understand properly, I’d offer this:

I have a deck of cards for one shot adventures for a FATE game I play.

One deck describes where you are, like TRAPPED In A CAVE or FALLING THROUGH THE SKY.
Another stack describes why you are there. BEST FRIENDS WEDDING or THE CARDINAL DIDNT APPROVE OF YOUR USE OF THE ALTAR

Then the players go around the table and describe how it was the other persons fault. Then you run the adventure.

Granted, you need to be good at ad libbing. The mechanics aren’t even d20 but following that line of thought, you could make a random one-shot with a few tables where you roll a scenario, the players describe the background to the adventure as cooperative story telling. A few random tables to fill out the encounters(with page numbers to the MM) and possible traps and treasure. The tables might all be based on a theme (undead, or night on the town, woodland adventure etc..)and encounters might be based on level and the theme.

The neat thing is you could use the same adventure multiple times.
 

aco175

Legend
I can see 1-page encounter, but 1-page night of gaming may be a tall order. I always like to have stat blocks so there is no need to look them up or print them out on another sheet. I'm assuming these would need to go and text blocks would need to go as well.

I guess to make things one-page, I would like a good story and tie to bring the PCs in and how I can use the ideas in my game. I remember the old 2e box with index cards that contained encounters and hooks you could expand on. I don't remember using more than a few of these since many of the ideas were rather fantastic for how I play.

I could go for a page on a business and a bit on the shop, the owner, and hooks for using it in a larger adventure. You can have the name and type of business followed by a few paragraphs on how it is set up and anything unusual about the place. Maybe a secret on something there. A paragraph on the owner and finish with a paragraph or two about using the place in my game.
 

Quickleaf

Legend
I'd imagine a combination of a "dungeon mosaic" type illustration with some boxed text and maybe a flow-chart. Maybe something taking inspiration from that old Gates of Firestorm Peak map but more tied to specific aspects of your adventure. A picture speaks a thousand words, right? I know that a good NPC illustration can, for instance, communicate a paragraph worth of information when coupled with a useful heading.
 

Shiroiken

Legend
Section 1 - adventure overview (top left)
This would just give the DM the overview of expected events. Being able to reference it would help the DM get back on track. One paragraph tops.

Section 2 - introduction (top right)
This would be a brief setup for the DM to get the adventure started. Suggested alternate plot hooks would be advised. Should be a list format.

Section X/Y/Z - encounter (middle right or left)
Brief description of scene, along with creatures, motivations, and possible treasure. End of section should be recommendations on getting party to the next relevant section (some adventures may allow variable order). Depending on adventure length, probably 2-4 of these. Single paragraph tops, allowing the DM to flesh out details based on their campaign.

Climax - boss fight (bottom left)
The final scene of the adventure, usually a showdown with the BBEG. As with other encounters, include creatures, motivations, and possible treasure. One paragraph of description and one for the event, since this should have greater focus.

Epilogue (bottom right)
A brief description of possible outcomes from the adventure that may create consequences or new adventure opportunities. List format, providing 2-4 outcomes.
 

hawkeyefan

Legend
I think what wouldbe on the page would depend in what kind of adventure you’re going for.

A small keyed location would need a map and room descriptions, and creatures dwelling within. But somethibg that’s based in a town may not need a map....maybe just a dramatis personae type list that implies different adventures by describing different characters’ goals and motivations.

Then you could have another that’s more a plug and play kind of thing...easily dropped into just about any game. Something like an organization that may serve as a foil for the PCs. You’d need some bullet points about the organization, a list of key members, perhaps some example statblocks, and then some possible hooks to get the PCs involved with them.

Keep the format loose and change it up based on what the adventure is meant to be.
 

Tormyr

Adventurer
I think that this idea might benefit from being parts of adventures rather than a complete adventure on a page. Even AAW Games' mini dungeons are two pages: half a page is a 32x20 (or 64x40) map; 1/4 page art; the rest is text.

For a "one page adventure"? I think a complete adventure on one page may be a bit too much chopped if it is an adventure in the traditional sense (setup, map, NPCs with motivations, adventure hook, etc.). If you are basing it on Grant Howitt's work (such as Honey Heist, working link here http://lookrobot.co.uk/games/), then I would see it one way to do it as a series of adventures "themes" rather than a full mini adventure. They could start with a short intro followed by a bunch of rollable tables that skip most of the filler words. A heist adventure would start with a short intro that said the party is going to undertake a heist followed by rollable tables including who is the target (bank, casino, hotel, noble, rich person, etc.), employer (owner, competitor, spurned lover, etc.), item (money, jewelry, antique, magic item, land deed, etc.), complication (betrayal, traps, bad intel, unscheduled guard change, etc.), and so on. This would allow a customer to flip through their book of one page adventure themes for the scenario their players have put them in and quickly generate something that they can run with.

Something like this might violate the "one session" restriction, although there isn't a clear definition of what a session is in terms of time (which can vary widely by group). Is it 2 hours, 4 hours, or something else?

I think theater of the mind is likely the way to go, foregoing the map, but a small map can show more than including lots of "this room is 20 feet square with doors to the east and west". I think you might be selling yourself short on the one-page restriction for a practical reason: printing to place in a binder. Unless someone plans out a print job and stitches pages together, they are not going to be using the back of pages. This isn't the biggest problem ever, but that is a lot of wasted space in a binder. The second page gives space for a map. The second wall I can see a one-page-adventure author running up against would be the number of NPC stat blocks, spells, magic items, traps, and the like that would have to be included by reference

I think the one page format could work beyond adventures. Generators for city types (seaside town, mountain village, big city district), pubs (name, drink specialty, size, quality), and even encounters (themed, with a minimum party level, and multiple different creatures to choose from, showing how many to include per PC), or magic items. And not everything needs to be generators. A one page magic item that grows with the PC, has adventure hooks, and other features would be quite interesting. The supplements could come with built in organization; supplements could be numbered by Type(Chapter).ItemNumber. A Table of Contents that included all of the types numbered (1 for adventures, 2 for towns, 3 for encounters, 4 for shops) would let someone jump into their binder to a table of contents page for the section that the user could scan for the page number of the supplement they wanted.

TL;DR: I think one page adventures could work if there was a chance of re-usability (such as with themed adventure generators). Without that, the one-off adventure might get undervalued by customers. The one-page format would provide benefit in more than just adventures, and the contents could fill a binder that would be an easy-reference GM's toolkit if the supplements are numbered by type and item.
 


Zardnaar

Legend
I use a very abbreviated format for mine. It basically cuts out all of the fluff (which is in my head).

One page adventures are perhaps similar to the old Dungeon Critical Encounters adventures. Maybe at low level, small map (4-10 rooms or encounter areas), and a paragraph or two for the set up.

This is a conversion for Tallows Deep (Dungeon 19 or 20 IIRC)I did for personal use. It clocks in at 3 pages but you get the idea (hopefully).

The Senescha Captain Du’Vall of Duke Secunda rewards the PCs with a title grant to the lands lands of the Namjan forest and the surrounding area(roughly a 6 mile block of land south of the forest).
1 PC gets promoted to Knight in exchange for a vow of loyalty to the Duke and the land has a manor house on it. The seneschal makes it clear the PCs will have to present themselves to the Duke in person later on. Du’Val asks the PCs to escort a wagon to Tallows Post. He offers the PCs a magic item know as a “boom stick” with 20 “cartridges” as a reward. The rifle counts as a simple weapon.
Du’Val is actually a member of the Guardians. He asks the PCs that he is interested in ancient artefacts related to the Ancients. He inquires if anyone can understand such a language, and describes Bronzium. Bronzium is a hybrid metal, looks similar to Bronze but is harder than steel and light as aluminium.

The wagon has a large metallic tank on it and several kegs of gunpowder and some locked wooden boxes. The metallic tank is full of an explosive liquid (40; radius, 20d6 blast DC 18 dex save). The wagon contains half a dozen rifles each with 100 rounds. Du’val wants them delivered to the Silver Vein inn and to look for a being named Kruthok. Kruthok is a Dragonborn with blue scales. He is with half a dozen disreputable looking humans- bandits and cultists of Tiamat.
Orc Horde.

The PCs are attacked by a Orc horde. Use multiple Orcs to deplete some resources.
Tallows Deep 5E Conversion
Goblin Tunnels
Goblin tunnels are small and cramped for medium sized creatures. They are treated as difficult terrain for medium sized creatures and are impassable for creatures of lare size or bigger.
While in a Goblin Tunnel creatures of medium size have disadvantage to hit and grant advantage on an opponent’s attack rolls.
Arrow Slits and Murder Holes
These are treated as ¾ cover and grant a +5 bonus to AC and dexterity saving throws. In addition the goblins gain a +2 bonus to hit while using these locations. The goblins have concealed them very well often using shadowed areas or painted canvas with peep holes. A DC 20 perception check notices them. Goblins behind the murder holes gain advantage on their stealth roles.
Alert
The skull Crusher tribe has been well drilled by Mgoglub and while in Tallows deep they have been trained to raise the alarm. A goblin will always try to alert the rest of them and certain spells such as fireball or thunderwave automatically alert the tribe.
The Goblins will activate the war drums which can be heard echoing through the mine. While on alert the PCs have disadvantage on stealth rolls as the Goblins are actively looking for intruders.

Location Conversion Notes.
6. Pit Trap. This pit trap is very hard to notice requiring a DC 20 perception check to notice. Should the PCs stand on it a DC 20 dexterity save is required. Failing the dexterity save results in 1d6 falling damage. In the bottom of the pit however there is a shrieker which will scream outputting the caverns on alert status.
8. Corridor of Traps. Each trap is 10’ deep and is a spiked pit trap. A DC 20 perception check notices something is up while a DC 20 investigation check is required to find the mechanism. The DC 20 dexterity save is required to avoid falling in the trap which deals 2d10 points of damage.
12. Water trap. The goblins flood this section of the dungeon as they have diverted an underground river. A DC 20 strength save is required to avoid being swept away. Success indicates the PCs have managed to grab hold of something although if they want to move while the water is flowing a DC20 athletics check is required. If the PCs can hold their breath long enough are swept into an underground cavern. Those who cannot drown.
19. Pit of spikes
This corridor has a pool of water with spikes visible. On each side is a narrow ledge requiring a DC 20 acrobatics (with advantage) check to navigate. Behind the walls on the ledges however are 3” holes with a goblin behind them. A DC 15 perception check looking specifically at the walls notices them followed by a spear point (Goblins get automatic surprise). Anyone struck by a spear must while on the ledge must make a DC 20 acrobatics check without advantage if in combat) or fall onto the spears taking an additional 2d10 damage.

22. Rat Room. This area conatins a sloped floor covered in a mixture of molasses and honey. Under the goo is oil. PCs standing here must make a DC20 dexterity saving throw or slide down the slope and falling 30; at the end of it (3d6 bludgeoning damage) landing in area 22A.
22A. There are 20 giant rats here. Due to the goo covering the PCs the rats gain advantage to hit. IN the Rat lair there is a +1 short sword.
23. Gate Trap. DC 20 save to avoid being hit with crashing gates (3d6 damage). There is a false ceiling containing murder holes and 18 Goblins. The false ceiling allows the Goblins to make stealth checks (with advantage)
24. Chimney. This chimney is easy to climb (DC10) but there are 2 Goblins at the top who throw large rocks down the chimney. A DC 20 dexterity save is required (with disadvantage) to avoid being hit for 3d6 damage. Any PC hit must make a DC 20 athletics check (with disadvantage) or get knocked back down the chimney for an additional 6d6 points of damage. The Goblins only have 2 large rocks.
25. Gondola Trap. The Goblins have rigged up a cage to a pulley system to get across this room which is above a pool of water. Should intruders get in the cage the and the Goblins are alerted the Goblins can shut the doors using poles and drop the cage into the water. The water contains a giant eel and the cage has a 20% chance of hitting the Eel for 3d6 points of damage making it very angry. The cage can be broken out of with a DC 25 athletics’ check.
27. Crush the Skull Arena. This area is dedicated to the Goblin deity Maglubiyet. Eac square here has a symbol on it representing one of the Goblins watching behind arrow slits. They have rigged up a bolder above each symbol that can be dropped on the “competitors” below. There are 30 Goblins here but they will engage the PCs if they escape the area in the Goblin Tunnels.
Boulders +7 t to hit, 2d10 damage DC 15 dex save for half damage.
29. Goblin Common Room. There are 16 Goblins here behind half cover (+4 AC). One of them is suicidally brave and charges the PCs screaming “Maglubiyet”
30. Maglubiyets Shrine. This area has 4 Goblins and a Goblin Priest serving Maglubiyet.
31. Grunth. Grunth is Grishogs steward and he has the honour of facing the PCs in battle. He is a Goblin Boss.
31. Swarm. Grishog the Goblin Warlord is here (Use stats for a small Hobgoblin Captain) He will order the Skullcrussher tribe to Swarm the PCs and he has 84 Goblins here. Only a few can engage the PCs at a time however. Run this as a series of smaller encounters but with no respite between the waves. Each wave is 20 Goblins Once the last goblin falls roll initiative for the next wave. Grishog will come out on the 4th round.
Each PCs also gets the benefit of the hordebreaker ability of the hunter ranger. A Hunter Ranger with the hordebreaker ability get an additional attack.
 

delericho

Legend
Put the map (or flowchart for non-site-based adventures) in the centre of the page. Then key off that.

But also detail clues/encounters/etc separately and don't lock them to the map any more than is absolutely necessary - it may be important that the PCs get Clue A, but it's probably less important whether they get it in Room 1 or Room 2, so let it 'float'.

And advise the DM that s/he's going to have to do some work to lock things down in play!
 

Remove ads

Top