Adventure card: two pages to run an adventure from

Most of a published adventure is text you read once and never need again. This card keeps only what you look at while playing: a pitch, the places and scenes, the people and the threats, on two pages that fit beside the dice.

What is on it

The first page holds the pitch, what is really going on, the words to read aloud, the briefing and the course of play: a place or a scene per entry, grouped under acts if the adventure has them, each with a sentence of colour and points for what is here, what happens and the test or cost it needs. The second page holds the people, the threats, what happens if the players do nothing, a table of random encounters, the endings and what only you know. Every section is optional, and an empty one is not printed.

Handouts, people and monsters are documents of their own, and the card only links to them: a row says when to hand a document over, a person opens an NPC Sheet and a threat a Monster Sheet. For a longer adventure with a map of trails and numbered notes there are the Adventure Notes. System neutral, A4 at 300 DPI as a PNG or a PDF.