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Adventure

Scenarios
The first step in designing an adventure
of any kind is to decide on the type of
scenario. This is the hook that draws the
player characters to the adventure site,
and provides a background theme that
the referee can use to tie the location
together. The scenario drives the referee’s
choices of specific traps, treasures, and
monsters to be placed in the location.
The following examples may be used for
inspiration.

1. Banishing Ancient Evil Adventure


Scenarios
The first step in designing an adventure
of any kind is to decide on the type of
scenario. This is the hook that draws the
player characters to the adventure site,
and provides a background theme that
the referee can use to tie the location
together. The scenario drives the referee’s
choices of specific traps, treasures, and
monsters to be placed in the location.
The following examples may be used for
inspiration.

1. Banishing Ancient Evil Adventure


Scenarios
The first step in designing an adventure
of any kind is to decide on the type of
scenario. This is the hook that draws the
player characters to the adventure site,
and provides a background theme that
the referee can use to tie the location
together. The scenario drives the referee’s
choices of specific traps, treasures, and
monsters to be placed in the location.
The following examples may be used for
inspiration.
1. Banishing Ancient Evil Adventure
Scenarios
The first step in designing an adventure
of any kind is to decide on the type of
scenario. This is the hook that draws the
player characters to the adventure site,
and provides a background theme that
the referee can use to tie the location
together. The scenario drives the referee’s
choices of specific traps, treasures, and
monsters to be placed in the location.
The following examples may be used for
inspiration.

1. Banishing Ancient Evil Adventure


Scenarios
The first step in designing an adventure
of any kind is to decide on the type of
scenario. This is the hook that draws the
player characters to the adventure site,
and provides a background theme that
the referee can use to tie the location
together. The scenario drives the referee’s
choices of specific traps, treasures, and
monsters to be placed in the location.
The following examples may be used for
inspiration.

1. Banishing Ancient Evil Adventure


Scenarios
The first step in designing an adventure
of any kind is to decide on the type of
scenario. This is the hook that draws the
player characters to the adventure site,
and provides a background theme that
the referee can use to tie the location
together. The scenario drives the referee’s
choices of specific traps, treasures, and
monsters to be placed in the location.
The following examples may be used for
inspiration.
1. Banishing Ancient Evil Adventure
Scenarios
The first step in designing an adventure
of any kind is to decide on the type of
scenario. This is the hook that draws the
player characters to the adventure site,
and provides a background theme that
the referee can use to tie the location
together. The scenario drives the referee’s
choices of specific traps, treasures, and
monsters to be placed in the location.
The following examples may be used for
inspiration.

1. Banishing Ancient Evil Adventure


Scenarios
The first step in designing an adventure
of any kind is to decide on the type of
scenario. This is the hook that draws the
player characters to the adventure site,
and provides a background theme that
the referee can use to tie the location
together. The scenario drives the referee’s
choices of specific traps, treasures, and
monsters to be placed in the location.
The following examples may be used for
inspiration.
1. Banishing Ancient Evil

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