Adventure Template 2a

Heading 2: A Large Area (named) or Document Section

Heading 3: A Specific Encounter Area (name and number)

Heading 4: A sub area or encounter (name and/or non-number label)

Heading 5: Notable/Desired Outcome of an Encounter

Credits | TYPE: An Incarna™ ___ scenario; Set in ___ of the _setting_.

System: i20™ – Approximate character rank _X_ (_Y_ total measures).

Specific Challenges: Emphasis on Story over Combat
Mental Physical Social
Horror Weather/Environment Traps
Beasts Monsters Spirits Undead

Follow using the Incarna Adventure Template 2a.


ADVENTURE PRINCIPAL: EASY TO SCALE

Do not let strict campaign or challenge level dictate your use of adventures. Both the story and play and PC capability should be able to be modified to support most measures of adventure requirements. A good Game Master can generally use the Incarna principles, system & tools to support them in telling their story with whatever characters and circumstances the Players have.


SPOILER
Do not read beyond this point if you intend to participate in this scenario as a PLAYER!

GM Background Information

Who: [The major individuals and group operators involved.]

Where: [Where the events and activities took place and (if needed) what places beyond were effected.]

When: [What was the rough date, season, or time stream the background events and activities took place in.]

What: [This is a summary of events and activity leading up to the point the characters enter the story.]

Why: [What is the desired outcome of primary movers?]

Fitting into an Existing Campaign

This adventure is not part of any currently existing adventure series. The GM will have to figure out best means of integrating into an existing adventure or campaign.

Timeline of Scenario Events

  • XX Days ago Leading Event 1
  • YY Date (specific) Leading Event 2
  • ZZ Date (specific) – Characters enter the picture…

Setup/Introduction/Getting There

[[Any notes about the current weather, terrain or other factors which will affect the party’s movements.]]

Getting There – Discovery

[Setting up how the characters become aware of the adventure.]

What You Notice From a Distance: (From a __km Distance)

What do the characters see? Some notes about the place and people/creatures in it.

Perceive (@Notice) > Difficulty = Hard > Success:

This is a nice example to show you how things are supposed to look, all things being equal.

Exploring further, you learn that ABC wants you to go to 456 and find out if DEF can be taken into custody. You tremble in fear, knowing it will not go well.

ABC says things like Are you insane!?

What the Characters Would Know

[What might the characters know about the background, if anything?]
  • Common Knowledge:
    • [ i ] > DC # [Attribute] ([Skill]):
  • Uncommon Knowledge:
    • [ i ] > DC # [Attribute] ([Skill]):