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joneirik:rpg:c1a2

Adventure

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Use this template as a default to modify or adapt as you see fit. The default is laid out so it contains most things you would find in a typical D20 low level adventure.

If you're making a new adventure, start writing up your basic ideas, and work out some things you want to have in it first. Then start putting things into the template, and start working on the parts that you lack.

If you're running a pre-made adventure, you can still use this, either you can split it up and insert it bit by bit into this (lots of work if it isn't digital), or you can just use this to record changes and tweaks you've done to the adventure, thus using it as a reference for yourself.

Description

Use this for the general descriptions and information about the adventure.

Summary

Use this to make a short summary of the Module for your own overview, as well as working in new ideas.

Hooks

Use this to detail why characters are interested in this, what are their motivations, the more the merrier.

Objectives

Use this to list what the players has to accomplish to complete the Module, of fail at.

Background

Use this to detail what has happened before, what lead up to the current situation, what has happened to it in the past etc.

Module

This is the main part of the Module itself, where you detail everything more specifically. You can also use this part to leave notes for yourself on how to use the module.

Also, to make proper use of this section, redesign it and add the areas and modules you need for your own adventure, below are two examples of how to do this.

Sandbox

The “Sandbox” style is to link up different general areas together, like the examples here: Settlements, Dungeons, Wilderness. The plan here is that players can move freely to where they want, so you can develop each separate area more broadly.

Settlements

Use this to detail any settlements that the players can visit. Settlements usually works very different from other aspects of adventure locales, so they are worth detailing out for themselves. You can use links to make it a separate document for easier organization, or list more if using multiple.

Dungeons

Use this to detail any dungeons that the players can go through. Dungeons are often very straight forward and easier to plan and write down linearly, thus they are typical and good starting adventures. You can make links to new pages to describe different Dungeon Levels for ex:

Wilderness

Use this to detail and describe any wilderness the players can go through. Wilderness requires a lot of loose descriptions and plans, since it does not restrict movement in any direction. You can make links to use for different areas or terrain types, or even specific pre planned places.


Railroad

The “Railroad” style is to move players from one area to the other constantly, for example: Crime scene, Chase, Confrontation. The plan here is that you can detail each area in more detail, and easier pull a story forward, at the loss of some freedom.

Crime Scene

Use this to detail the crime scene, write up first impressions and details. Make lots of clues, skill checks and witnesses etc. Good uses for links here is to make pages with different clues and witnesses

Chase

You can use this to detail and describe how the players can chase down the enemy, For example chasing him literally down streets on horse back, or using clues to track him through several towns. Ideas for using links here can be to detailing what tracks the villain leaves, or how you want to handle the horse race.

Confrontation

You can use this to detail what happens when the players finally corner the villain, he makes his last speech, his traps, cohorts, or other plans to escape. You can use links to write up some of these if they start taking up to much space.

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NPC

Use this to keep track of your NPC's and their stats.

Characters

Use this to list and describe named NPC's used in the adventure. You can also make links for each if you need to fill more info.

Monsters

Use this to list all the monsters you need for the adventure. Either list them with page numbers, or you can summarise their important stats, or you can write up their stat-blocks into separate links

Factions

Use this to list different factions, groups, organizations, tribes etc that might act together as a group or use specific tactics. For example of your Orcs likes to use a special style of attack when they ambush or attack villages. Or you have a Thief Guild that reacts in a certain manner when they are attacked, and gathers up in groups to hunt down attackers. You can also make links to each one if you have a lot of things to write on each.

Technical

Use this area to keep track of the technical aspects, Rules, Rewards, Maps etc.

Rewards

Use this to write up what kind of rewards the players can gain, anything from magic items, to fame and glory. This is very useful if you add own magical items, or if you have other special rewards. You can also use this to list what kind of Role-Play rewards you want to give. You can also make separate links to each magic item or to a page with list of magic items.

Rules

Use this to list up and write down any and all house-rules and rule changes, as well as any rulings made under games so you can be consistent. Also list up what rulebooks are allowed. Any custom made rules. You can also make links to larger rule changes.

Maps

You can use this to link to maps you have of the game areas. Maps are very useful tools, for both combat maps to overland maps. If you draw them and scan them inn to the computer, or make them through a program on the computer. You can make links directly to a map as a link.


joneirik/rpg/c1a2.txt · Last modified: 2015/05/16 09:22 by 127.0.0.1