Don D. said: First the set up Game is D&D 4E 5 players Character Lv. is 10 I'm gonna baby step here this will be going from Lv.10 to Lv. 11 or should I have a wider Lv gain adventure An adventure that spans a single level is just fine. My main problem is I can come up with ideas but taking those ideas & forming a story is where I need help My story idea is to have the very NPC that hires or request help from the PCs is the very boss (bad guy they will end up facing. Basically getting the PCs do his/her dirty work them then taking advantage of the rewards/spoils the PCs have gained then destroy them of course got to throw in the old bad guy speech before they die speech (thank you for doing this for me fools etc etc etc,) D&D DMs do not make stories - that's what White Wolf Storytellers do. In D&D, we create stories with the players by playing the game , the story being the things that happened while we played (however that turns out). Thus, the DM only ever needs to create the game because the story is a byproduct of having a good time playing. D&D itself is a game system used for creating games. So what kind of game would you like to create? DMs can create plots or situations . A plot presumes player character actions e.g. "First they talk to the quest-giver, then they get attacked by bandits on the way to the dungeon, then they get to the dungeon, explore it, and then they capture the goblin shaman and question him and find out that..." A situation, on the other hand, is something interesting that is unfolding that does not presume PC actions. It would be something like, "There's a dungeon outside of town and bandits in the area and a quest-giver needs help with these things." In a sandbox setting, you might note what happens if the player characters don't get involved. In a one-shot or episodic campaign or the like, you'll want to get the players' buy-in on going on this quest-giver's quest, preferably before you put together the scenario or else they may just say "No" and you're screwed because you did prep work that isn't seeing play. Never offer a choice to characters that isn't really a choice. Get player buy-in on the premise first. In either case, you're going to need at a bare minimum the location(s) of the adventure, the NPCs, and the monsters. If you go with a plot, that's additional work on top (and loaded with pitfalls if you don't communicate the fact that there is a plot to be followed). And in any case, part of your idea is predicated upon a duplicitous reveal. The quest-giver-turned-villain is a classic D&D trope, but it can backfire on you and it's likely certain someone will see it coming from a mile away. I can't recommend it. First a math check according to building an encounter Easy is 1-2 Lv lower than party Standard is = party Lv to + 1 party Lv & Hard is +2 to +4 party Lv. On average, it takes a character eight to ten encounters to gain a level, with the possible addition of a major quest to go from Lv.10 which is 20.500 to Lv. 11 which is 26000 for 1 pc so then X 5 PCs that's 130,000 xp so divided by 10 encounters that's 13.000 xp per encounter ? or is that for the whole adventure? I'm messing up some where now then there should only be 1 easy and 1 hard encounter in an adventure so the rest would be standard Advancement from 10th to 11th takes 5500 XP. Figuring 5 players, that puts you at 27,500 XP for that one adventure. Spend it on as many encounters as you like. Don't forget skill challenges and major and minor quest rewards.