Pre-Session Preparation
Good sessions are built during the week, not improvised at the table. One hour of focused prep creates four hours of engaging play.
Now that you’ve seen what happened in Session 1, let’s prepare for Session 2 using our systematic approach.
The 8-Step Session Prep Process
At the heart of effective session preparation is a proven 8-step process that ensures you cover everything needed for a great game:
- Review Characters - Current status and personal goals
- Create a Strong Start - Hook players immediately
- Outline Potential Scenes - Plan the session’s flow
- Define Secrets and Clues - Information management
- Develop Fantastic Locations - Memorable settings
- Outline Important NPCs - Bring the world to life
- Choose Relevant Monsters - Appropriate challenges
- Select Magic Item Rewards - Treasure and progression
This process takes 60-90 minutes to complete all 8 steps and create your working notes. With practice, veterans often finish in 60 minutes while new DMs may need the full 90.
The Weekly Workflow
Sunday (20 minutes): Capture Raw Notes
Right after the session, write down:
- What happened (player choices)
- Player reactions and theories
- Dangling threads
- What you forgot
- What surprised you
Example from Ironhold Session 1:
- Chose Path B (Deepguard Archive)
- Tom thinks Whisper Man = dragon
- Lisa wants to negotiate, not fight
- Forgot 3-day deadline until asked
- Marcus felt left out during investigation
Monday (30 minutes): Create Prep Plan
Turn notes into actionable tasks:
MUST PREP:
- Deepguard Archive layout
- Keeper Morak stats & personality
- Negotiation mechanics for Lisa
- Deadline consequences
NICE TO HAVE:
- Torin's family details
- Dragon lore (if Tom asks)
SKIP:
- Path A and C content
- Random encounters
Tuesday (15 minutes): Optional Touch Base
Light communication maintains momentum:
- Text: “Torin’s daughter works at the Archive!”
- Discord: Share Morak character art
- Email: “Found those negotiation rules”
Skip if your group doesn’t engage between sessions.
Wednesday (60-90 minutes): Core Prep Work - The 8-Step Process
This is when you complete the 8-step session prep process. This creates your working notes:
Steps 1-2 (10-15 minutes) - Foundation:
- Review Characters: Check HP, resources, personal goals
- Create Strong Start: Design your opening scene with immediate decision
Steps 3-4 (15-20 minutes) - Story Structure: 3. Outline Potential Scenes: Plan 3-5 scenes sized for your session length 4. Define Secrets and Clues: Ensure critical info has multiple discovery paths
Steps 5-6 (20-30 minutes) - World Elements: 5. Develop Fantastic Locations: Create memorable spaces with interactive elements 6. Outline Important NPCs: Define appearance, personality, wants, and info
Steps 7-8 (15-25 minutes) - Mechanical Elements: 7. Choose Relevant Monsters: Select encounters and tactics 8. Select Magic Item Rewards: Plan treasure and story rewards
Total time varies based on complexity and experience. New DMs may need 90 minutes, veterans often finish in 60.
Example from Session 2 prep:
Step 1 - Review Characters:
Lisa (Cleric): Full HP, all spells, wants peaceful resolution
Marcus (Fighter): Down 8 HP, wants combat after being sidelined
Tom (Wizard): Full resources, theorizing about dragon connection
Sarah (Rogue): Full HP, needs more spotlight time
Step 2 - Create Strong Start:
Open mid-ritual! Morak raising glowing hammer, 3 rounds to impact
PCs must decide: interrupt, attack, or watch?
Step 3 - Outline Scenes:
1. Ritual Interruption (15 min) - Crisis decision
2. Confrontation/Investigation (45 min) - Learn truth
3. Vault Discovery (30 min) - Find evidence
4. Cliffhanger (10 min) - Seal weakening
Step 4 - Define Secrets:
Critical: Morak mistranslated "shatter" as "strengthen"
- Found via: Persuasion, examining books, or ritual completion
Critical: Goldbeards have a key-stone
- Found via: Vault letter, Morak's confession, or investigation
Step 5 - Develop Locations:
Ritual Chamber: Glowing circle, ancient tomes, cold draft
Hidden Vault: Behind tapestry, prayer-locked, contains truth
Step 6 - Outline NPCs:
Keeper Morak: Gaunt, whispers scripture, wants to purify
2 Acolytes: Nervous, flee if combat starts
Step 7 - Choose Monsters:
Animated Armor (if vault entered without prayer)
Environmental hazard: Disrupted ritual energy
Step 8 - Select Rewards:
Information: Truth about seals and Whisper Man
Letter: Goldbeard conspiracy evidence
Potions: 2 healing potions in vault
Thursday (30 minutes): Transform Notes into One-Page Plan
This is when you convert your 8-step notes into the polished one-page session plan:
First 10 minutes - Compile and Organize:
- Combine all 8 steps into flowing narrative
- Arrange scenes in likely order
- Group NPCs and monsters together
- Consolidate clues into scene descriptions
Next 10 minutes - Add Specifics:
- Write opening narration
- Add DC numbers for all checks
- Include HP/AC for combat encounters
- Note page references for rules
Final 10 minutes - Polish and Prepare:
- Print handouts (riddle, letter)
- Bookmark/tab stat blocks
- Draw quick reference map
- Practice key NPC voices
- Create initiative tracker
Friday: No Prep
Let your subconscious work.
Saturday Morning (30 minutes): Pre-Game Ritual
10:00 - Review notes
10:10 - Set up space
10:15 - Queue music
10:20 - Practice voices
10:25 - Text players
10:30 - Breathe
Emergency Prep (15 minutes)
When life happens, hit the essential elements from the 8-step process:
- Quick Character Check (1 min) - Who’s hurt? Who needs spotlight?
- Strong Start (2 min) - Where are they? What’s the immediate situation?
- Three Scenes (6 min) - One combat, one social, one discovery
- One Critical Clue (1 min) - What must they learn? Three ways to find it
- One Cool Location (2 min) - Where’s the interesting place?
- Two NPCs (2 min) - Names, wants, one secret each
- One Combat (1 min) - Who might they fight?
- One Reward (1 min) - Treasure or information
This compressed version ensures you don’t miss anything critical.
From Notes to One-Page Plan
The 8-step process creates your raw notes (Wednesday). Thursday’s transformation turns those notes into this polished one-page document—everything you need at the table.
Here’s how the Session 2 notes became the final plan:
SESSION 2: Saturday Oct 14 - The Deepguard Archive
LAST TIME: Party descended into Deepguard Archive. Session ended with
Morak raising glowing hammer over forge-flame replica: "Tonight, we
cleanse the corruption forever!" 3 days remain until clan moot.
OPENING:
"The ritual chamber glows with ethereal light. Keeper Morak stands
before the forge-flame replica, the hammer pulsing with divine energy.
He hasn't noticed you yet. The chanting grows louder: 'Ancestors,
purify your children!' The hammer rises higher..."
→ "What do you do?"
LIKELY SCENES:
1. Immediate Intervention (10-15 min)
MORAK'S RITUAL IN PROGRESS:
- 3 rounds until hammer strikes
- 2 acolytes chanting in corners
- Ritual circle glowing (don't break it!)
- Ancient tomes open on pedestals around the circle
- One massive book beside Morak with visible runes
IMMEDIATE OPTIONS:
- Shout/Interrupt (Morak pauses, demands explanation)
- Rush forward (Initiative! But Morak not hostile yet)
- Watch and wait (Ritual completes - see below)
- Lisa's diplomacy (Persuasion with advantage if respectful)
IF RITUAL COMPLETES:
- Hammer strikes forge-flame with thunderous crack
- Building shakes violently (DEX save DC 12 or fall prone)
- Cracks spider-web across floor toward the north
- Deep rumbling from below, then eerie silence
- Morak collapses, weakened but alive
- "What... what have I done? That's not... the ancestors..."
- First seal is cracked (not shattered), Whisper Man stirs
2A. The Confrontation (45-60 min) - IF INTERRUPTED
KEEPER MORAK:
- "You dare interrupt sacred work?"
- Genuinely believes he's saving Ironhold
- WANTS: Strengthen failing seals through purification ritual
- KNOWS: Ancient seals exist, brittle steel means they're weakening
- WRONG: His ritual will shatter seals, not strengthen them (mistranslation)
NEGOTIATION PATH (Lisa's preference):
- Explain the real danger (DC 13 Persuasion)
- Use scripture against him (DC 15 Religion)
- Offer alternative ritual (need to find correct one)
- Success: Morak horrified, becomes ally
COMBAT PATH (if it goes bad):
- Morak: Priest stats, casts spiritual weapon round 1
- 2 Acolytes: Will flee if Morak loses half HP
- Environmental: Disrupted ritual energy (random target, 2d6 radiant)
- Victory: Must safely discharge ritual circle (Arcana DC 13)
2B. Emergency Investigation (45-60 min) - IF RITUAL COMPLETED
MORAK COLLAPSED:
- Weakened, confused, not hostile
- "The seals... they cracked, not strengthened... what have I done?"
- Willing to help if approached carefully
- Can reveal: "The old texts... behind the Hammer of Founding..."
THE RITUAL CHAMBER:
- Perception DC 10: Ancient tapestry shows dwarves sealing a door
- Perception DC 15: Tapestry hangs oddly, draft behind it
- Investigation DC 12: Tapestry conceals stone door with prayer inscription
- Arcana DC 12: Cracks pulse with otherworldly cold
- Arcana DC 15: Seal magic is pre-imperial, binding something IN
THE HIDDEN VAULT:
Door inscription: "Let none enter save those who speak the Watcher's Oath"
- Religion DC 13: Recognize ancient guardian prayer
- Without prayer: Glyph triggers (3d8 thunder) when door opens
INSIDE THE VAULT:
- 15x15 room, walls covered in proto-dwarvish runes
- Center: Pedestal with iron-bound tome
- Corner: Ancient dwarven armor (eyes glow if tome touched)
THE ANIMATED ARMOR:
- Dormant until someone touches/takes the tome
- Morak knows: "Speak your purpose to the Guardian"
- If stated honestly: Guardian makes Insight check at disadvantage (DC = speaker's Deception/Persuasion)
- Success: Armor nods, returns to dormancy
- Failure: "DECEPTION!" Attacks (perfect for Marcus's combat need)
- If defeated: Crumbles, whispers "The seals... must... hold..."
ARMOR COMBAT:
- Initiative: Armor animates with grinding metal sound
- Round 1: Moves to block exit, attacks nearest person
- Tactics: Focuses on whoever holds/touched the tome
- Environment: Confined space (difficult to flank)
- Special: If reduced to half HP, helm falls off revealing emptiness
- Victory: Can take tome, armor becomes inert pile
- Combat length: Design for 3-4 rounds (Marcus gets spotlight)
TOME REVELATIONS:
- Title: "The Binding of the Whisper Man"
- Reveals: Entity of pure corruption, turns hearts to evil
- Shows: Three seal locations (one directly below archive!)
- Critical: Each seal has a key-stone, all three needed
- Recent addition: Loose paper with Goldbeard seal
* "Brother, the first key is secured in our vault"
* "The fools think we seek only treasure"
* Dated three weeks ago, signed "G.G."
COUNTER-RITUAL REQUIREMENTS:
- Must be performed at each seal
- Needs: Sacred forge-flame (not corrupted)
- Needs: Willing sacrifice of something precious
- Needs: All three key-stones properly aligned
TIME PRESSURE:
- Every 20 minutes: CON save DC 10 or level of exhaustion
- Whispers getting louder (WIS save DC 12 or disadvantage)
- 6 hours until crack widens beyond repair
3. Aftermath & Next Steps (30-45 min)
IF MORAK CONVERTED:
- Shows hidden vault with true histories
- Reveals other factions want seals broken
- Offers modified ritual to strengthen seals
- Mentions sensing "something stirring below"
IF MORAK DEFEATED:
- Acolytes can be questioned
- Journal reveals his research
- Archive contains seal locations
- Tremor hits - seal damaged but not broken
URGENT DISCOVERIES:
- Goldbeard Clan has been seeking the key-stones!
- "G.G." = Grimnar Goldbeard (rival clan leader)
- They already have one key, need all three
- Other cities reporting similar steel failures
- Timeline: 2 days until irreversible damage
- Next lead: The Sunken Seal (closest one)
INFORMATION DELIVERY:
✓ Whisper Man identity (ancient corruption entity)
✓ Seal locations (three total, one beneath city)
✓ Morak's misunderstanding (thought seals trapped impurity)
✓ Goldbeard conspiracy (they have one key already)
□ Counter-ritual requirements (if they investigate fully)
□ Other cities affected (if they ask around)
CLIFFHANGERS:
- EARLY (2.5 hrs): Discovery of Goldbeard letter, "They're heading for the second seal tonight!"
- ON TIME (3.5 hrs): Deep rumbling below, Morak: "The Sunken Seal... something's testing it from below"
- RUNNING LATE (4 hrs): Temperature plummets, frost spreads, whispers echo: "Free... soon... free..."
STABILIZATION ENDING (if appropriate):
- Morak: "Wait! I may not have the full counter-ritual, but..."
- Emergency seal reinforcement (requires group effort)
- Tom channels arcane energy (Arcana DC 12)
- Lisa leads prayer components (Religion DC 10)
- Marcus holds circle stable (Athletics DC 13)
- Sarah provides divine focus (Medicine DC 11)
- Success: Buys 3 days (maybe less - roll secretly)
- Morak exhausted: "The Goldbeards have three weeks head start..."
COMBAT STATS READY:
- Keeper Morak: Priest (MM 348) + 3rd level spells
- Acolytes: Standard (MM 342)
- Animated Armor: Standard (MM 19) - guards the vault
- Glyph of Warding: 3d8 thunder, DC 15 Dex save - protects vault entrance
MARCUS FOCUS:
- Animated armor fight (he wanted combat)
- Let him lead temple guard interaction
- Physical challenge: Crumbling archive section
REMINDERS:
- Lisa wants to negotiate (give her the chance)
- Tom suspects dragon connection (leave hints)
- Marcus felt left out (include action moments)
- Mention the 3-day deadline again
- Morak is sympathetic, not evil
IF PLAYERS FLEE:
- Ritual completes if they don't return within 10 minutes
- Thunderous CRACK echoes across district
- Street cracks in spiderweb pattern northward
- Archive windows shatter outward
- Temperature drops 20 degrees instantly
- Crowds panic: "The deep cold! Just like the old stories!"
- Guards arrive, establish perimeter
- Morak staggers out, horrified: "What have I done?"
- Party can re-enter as "concerned citizens" or reveal involvement
This is what you actually bring to the table—your complete session kit:
The One-Page Plan: Everything above, printed or on screen, always visible.
NPC Cards (one per major NPC):
KEEPER MORAK
Wants: Purify corruption through ritual
Voice: Whispers, quotes scripture constantly
Key Info: Thinks seals trap evil, not contain it
Stats: Priest (MM 348), spiritual weapon, hold person
If pressed: "The ancestors demand purity!"
Maps (if your group uses them):
- Archive layout: Entry hall → Ritual chamber → Hidden vault
- Simple relationship map: Morak ← serves → Deepguard Faith
- Seal locations marked on city map
Quick Reference:
- Bookmark: Priest stats in Monster Manual
- Sticky note: Page with glyph of warding rules
- Index card: Archive riddle written out
- Phone/tablet: Atmospheric music queued
The key is everything stays accessible without shuffling papers mid-scene.
The 8-Step Process in Practice
Notice how the raw notes transform into the polished plan:
From Step 1 Notes: “Marcus down 8 HP, wants combat” → Becomes environmental attack opportunity and animated armor encounter
From Step 2 Notes: “Open mid-ritual, 3 rounds” → Becomes full opening narration with immediate decision
From Step 3 Notes: “4 scenes planned” → Becomes structured scenes with time estimates and contingencies
From Step 4 Notes: “Morak mistranslated” → Becomes embedded clues in dialogue and book descriptions
From Step 5 Notes: “Ritual chamber, hidden vault” → Becomes detailed location descriptions with interactive elements
From Step 6 Notes: “Morak: gaunt, whispers” → Becomes full NPC card with dialogue and reactions
From Step 7 Notes: “Animated armor” → Becomes tactical encounter with environment details
From Step 8 Notes: “Letter, potions” → Becomes integrated rewards within scene flow
The transformation from notes to one-page plan is what makes your prep usable at the table. Your module provides the content foundation; this process creates your session-specific action plan.
Weekly Time Investment Summary
Total weekly prep time: 2.5-3 hours
- Sunday: 20 minutes (capture raw notes)
- Monday: 30 minutes (create prep plan)
- Tuesday: 15 minutes (optional touch base)
- Wednesday: 60-90 minutes (8-step process)
- Thursday: 30 minutes (transform to one-page plan)
- Friday: No prep (let it percolate)
- Saturday: 30 minutes (pre-game ritual)
This creates 4 hours of engaging play. With practice, many DMs complete the core Wednesday prep in 60 minutes.
Next: Running the Session
With prep complete, you’re ready for game time.