Steve's essay is a good start. I'd like to point out some other things.
* TFT combat is board based. You adventure should provide, for each combat encounter, a battle map diagram. The diagram should show terrain, letters showing the starting point of the combatants, and numbered points of interest.
A map key in the same section should describe special terrain effects., e.g.
Quote:
The rubble is treacherous! You risk tripping if you move at a speed of more than 2 through the rubble. Each time you enter a rubble hex on a turn in which you moved more than 2 hexes, make a 3/Dex roll. On an ordinary failure, you are stopped for the turn; on a critical failure you fall prone.
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* Each combat should have a section describing the enemy's tactics, and any special area rules. e.g.,
Quote:
143) Hobgoblins A and B will close with your characters as quickly as they can, but will stay within three megahexes of the archers. They will split up, trying to keep two of your busy. They attack until slain.
Unless an enemy gets within 5 hexes, the archers C and D will remain in position and loose an arrow each turn. They will shoot at different targets if possible. If an obstacle prevents them from getting a shot at any target, they will move one or two hexes. If an enemy closes with a archer, he will draw a short sword and attack.
If one of your characters enters or moves over a numbered hex, turn immediately to the section noted:
Hex Turn To
1 032
2 078
3 008
If you defeat the hobgoblins, turn to 097.
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The turn-to paragraphs would have special instructions, e.g.
Quote:
032) You've stepped on a pressure plate. A spray of darts emerge from crevices in the bas-reliefs in the entryway. All characters behind the dotted line must make a 3/Dex roll to avoid getting hit by a dart. Each darts deals 1-2 damage.
Return to 143 to continue the combat.
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