Adventure Builder
The Adventure Builder lets you organize a narrative into acts and scenes with GM guidance attached to each. It is a prep tool — adventures are private by default and not visible to players during play.
Publishing adventures to the marketplace is a separate feature. This article covers building and running adventures for your own table.
Structure
Adventures follow a three-level hierarchy:
Adventure — the top-level container. Attached to a world and optionally linked to a campaign. Gives the narrative a title and a brief premise note for your own reference.
Acts — major divisions within the adventure. Think of an act as a chapter. You can have as many as you need; most adventures work with two to four. Drag to reorder acts.
Scenes — ordered narrative beats within an act. Each scene is where the real planning lives. Drag to reorder within an act, or drag a scene from one act to another.
Scene beat types
Every scene has a beat type. Beat types are a vocabulary for what kind of narrative moment this is:
| Beat type | What it means |
|---|---|
| Explore | Players discover or investigate something |
| React | Something happens to the players; they must respond |
| Unfold | The world responds to earlier player choices |
| Escalate | Stakes increase; pressure mounts |
| Resolve | A narrative question gets answered |
| Transition | Connective tissue — travel, downtime, scene-setting |
Setting a beat type does not enforce any mechanical behavior. It is a label that helps you vary the rhythm of a session and avoid stacking five consecutive React beats.
Scene contents
Each scene contains:
- Title — a short label for your reference ("The Ambush," "Elara Explains the Pact")
- GM guidance — a rich-text field with four sub-sections: read-aloud text, GM notes, contingencies (what if players do the unexpected), and pacing notes
- Linked encounter — attach an encounter entity you built in the Encounter Builder. A launch button appears directly in the scene view during Session Mode.
- Linked entities — NPCs, locations, or items relevant to this scene. These appear as quick-access cards when the scene is active.
- Branch point — see below
Keep read-aloud text short — two to four sentences. Long read-alouds lose the table. Put the rest in GM notes and improvise from there.
Branch points
A branch point is a trigger question plus two or more outcome options. Each outcome points to a different scene. Example:
- Trigger: "Do they let Caretaker Voss go, or do they detain him?"
- Outcome A → Scene 6 (Voss delivers the warning, faction shifts)
- Outcome B → Scene 7 (Voss's contacts retaliate at dawn)
Branch points are planning scaffolding. During play, click the outcome that matches what actually happened and the builder highlights that path. You can override at any time — plans change.
The Adventure Cast
The Cast is a panel listing the key entities in this adventure and their narrative roles:
| Role | Usage |
|---|---|
| Primary | Central to the adventure's main conflict |
| Supporting | Recurring characters with meaningful involvement |
| Antagonist | The force or person working against the party |
| Background | Present in the world but not driving events |
Cast entries link to your world entities. If the NPC's article gets updated, the cast entry reflects it automatically.
Narrative Threads
Threads are cross-cutting story elements that span multiple scenes or acts. Add a thread for:
- Foreshadowing — a detail planted early that pays off later
- Recurring NPC — a character who appears across multiple scenes
- Escalation trigger — a condition that changes the stakes (if the party takes too long, the ritual begins)
- Mystery — a question that drives investigation
- Theme — a thematic element you are weaving through the adventure
Threads do not attach to individual scenes — they live at the adventure level. During prep, they are a checklist to ensure you have planted what you intend to plant. During play, glancing at the thread list reminds you what is still unresolved.
Running an adventure in Session Mode
Adventures appear in the Session Mode sidebar under Adventures. Open the active adventure to see the scene list. Click a scene to expand it — GM guidance, linked entities, and the encounter launch button are all accessible from the scene view without leaving Session Mode.
Adventures are GM-private. Players with the companion link cannot see the adventure structure, scene text, or GM guidance. Only explicitly revealed entities are visible to players.