Action Adventure Comic Ideas

Three adventures per press, each with a setting, a problem and the one big picture to draw first.

Show all 72
  1. A message flashed by mirror across three peaksA mountain range. Problem: the sun is nearly down. Splash: three peaks, three sparks of light.
  2. A keeper leaves the lamp to reach a boat on the reefA reef in a gale. Problem: the lamp must stay lit while she is gone. Splash: a rowboat on the back of a wave.
  3. Fording a river with the only camera held highA jungle river. Problem: chest deep and rising. Splash: a camera above the water, a hat floating off.

All 72 ideas

Action: chases and escapes 18

  • A getaway in a rowboat with one oar A harbor at dawn. Problem: one oar makes circles. Splash: the spiral wake, seen from the lighthouse.
  • A hot-air balloon with a slow leak High over farmland. Problem: the patch kit fell out an hour ago. Splash: the basket skimming a church spire.
  • A library chase on rolling ladders A vast library. Problem: one loose page blows from shelf to shelf. Splash: two ladders racing down an aisle.
  • A market chase on a delivery bicycle A crowded bazaar. Problem: the parcel must stay upright. Splash: fruit in the air, the bicycle on one wheel.
  • A rooftop chase after a magpie with a key Old town roofs at dusk. Problem: the key opens the clock tower. Splash: a leap between two chimneys.
  • A runaway mine cart with no brake A copper mine. Problem: the track forks and one side is unfinished. Splash: the cart in the air over a gap.
  • A sea cave floods and the way out is up A sea cave. Problem: the tide is in and the chimney is narrow. Splash: lantern light on rising water.
  • A sled team bolts after a hare A frozen lake. Problem: the ice thins toward the middle. Splash: the team at full stretch, cracks spreading.
  • A stampede and a single ledge A dry canyon. Problem: the herd is coming and the ledge is narrow. Splash: dust, horns, two figures pressed flat.
  • A swing across a waterfall for a falling pack A jungle gorge. Problem: the map is in the pack. Splash: mid-swing, one hand out, spray everywhere.
  • A zip line that stops short of the far side A cloud forest. Problem: the cable is one tree short. Splash: the let-go, arms out, a branch ahead.
  • Down a dune ahead of a sandstorm A desert ridge. Problem: the storm is faster than walking. Splash: a board, a dune face, a brown sky behind.
  • Off a sinking paddle steamer A river at night. Problem: one lifeboat and a jammed winch. Splash: the deck tilting, lanterns sliding.
  • Out of a hedge maze that closes behind you A garden maze. Problem: the keeper locks a gate behind every turn. Splash: the maze from above, one route still open.
  • Outrunning an avalanche on a lunch tray A mountain hut. Problem: the only sled is the tray. Splash: a wall of snow and one tiny rider ahead of it.
  • Racing the tide across a causeway A tidal island. Problem: the road is going under. Splash: wheels throwing spray, sea on both sides.
  • Through the gears of a clock tower Inside a great clock. Problem: it strikes twelve in a minute. Splash: a figure squeezed between two cogs.
  • Through the night train to the brake in the last car A night express. Problem: the doors between the cars stick. Splash: the train on a curve, every window lit.

Maps and treasure hunts 18

  • A cave painting that turns out to be directions A cliff cave. Problem: the river has moved since it was painted. Splash: torchlight across the whole wall.
  • A coded diary and the one page that got wet A houseboat. Problem: the ink ran on the page that matters. Splash: the open diary, a blue blur, a magnifier.
  • A compass that points at something that is not north A ship's cabin. Problem: the needle swings toward the hold. Splash: the needle, huge, and a crate in the dark.
  • A key with no lock in a town full of doors A hill town. Problem: hundreds of doors and one key. Splash: the key in a palm, the stacked streets behind.
  • A lost city seen once from a plane window A jungle airstrip. Problem: the pilot saw it once, in fog. Splash: towers breaking the canopy at sunrise.
  • A map carved around a walking stick A mountain inn. Problem: it reads only when rolled across wet clay. Splash: the long clay print, a whole valley in it.
  • A map painted on the glass of a lighthouse lamp An island light. Problem: it shows only while the lamp turns. Splash: a coastline cast on the night clouds.
  • A map with a piece missing A seaside attic. Problem: the X was on the missing corner. Splash: the map spread wide, a hole where the X goes.
  • A message in a bottle that describes this beach A wide bay. Problem: the note ends 'now turn around'. Splash: the reader small, the bay vast behind.
  • A star chart that works one night a year A desert observatory. Problem: clouds are coming. Splash: the chart held up to the sky, the lines matching.
  • A sunken ship seen through clear water A lagoon. Problem: it is deeper than it looks. Splash: the wreck below one tiny boat.
  • A time capsule and three people who remember three spots A playing field. Problem: all three are sure. Splash: three holes, three shovels, one sunset.
  • A treasure hunt left by a grandmother, one riddle a room An old house. Problem: the last riddle is in her own code. Splash: a wall of labeled keys.
  • A very polite puzzle door A temple stair. Problem: the carving says 'please sing the answer'. Splash: a door from floor to sky, one small singer.
  • The chest is found already open A cove at low tide. Problem: fresh footprints lead inland. Splash: the empty chest, the trail, the cliffs.
  • The landmark on the map was cut down A forest. Problem: the map says ten paces from the oak. Splash: a field of stumps, all alike.
  • Two halves of a map and two owners who do not get along A port town. Problem: neither will show theirs first. Splash: the halves meeting across a cafe table.
  • The X is in the middle of a lake A mountain lake. Problem: there is no boat. Splash: one marker flag far out on the water.

Crossings and climbs 18

  • A caravan loses the road in blowing sand A salt flat. Problem: every direction looks the same. Splash: camels as shadows in a yellow wall.
  • A cliff path the width of a boot A sea cliff. Problem: a goat is coming the other way. Splash: the face-off, waves far below.
  • A raft built in a hurry A wide brown river. Problem: the logs are drifting apart. Splash: the raft at the lip of the rapids.
  • A ridge walk between two storms A knife-edge ridge. Problem: storms close in from both sides. Splash: two walkers, two dark skies, a strip of light.
  • A rope bridge with one plank in three A gorge in mist. Problem: the planks are rotten and the mule will not go. Splash: the bridge sagging into cloud.
  • A small boat among icebergs A polar bay. Problem: the gaps close with the wind. Splash: a sail, tiny, between two blue walls.
  • Across a flooded city by its roof gardens A city under water. Problem: the last gap has no plank. Splash: gardens like islands over brown streets.
  • Across a glacier, roped together An ice field. Problem: the snow bridge ahead is sagging. Splash: a line of climbers beside a blue crack.
  • Across the dunes to the well by dawn A desert under stars. Problem: one canteen between two. Splash: a line of footprints over a crest.
  • An old rail tunnel and a candle stub A mountain tunnel. Problem: the candle is a thumb long. Splash: one small flame, the dark, a far dot of day.
  • The cable car stops halfway A ravine. Problem: the wheel has jumped the cable. Splash: the car hanging, a figure on its roof.
  • Carrying a canoe over a mountain pass A pine pass. Problem: the canoe gets heavier every mile. Splash: an upturned canoe with four legs on a ridge.
  • Fording a river with the only camera held high A jungle river. Problem: chest deep and rising. Splash: a camera above the water, a hat floating off.
  • The last pitch as the weather turns A granite spire. Problem: the rope is a little too short. Splash: straight down past the climber's boots.
  • Over a bog on a road of floating logs A northern bog. Problem: the logs roll. Splash: arms out, a pack swinging, a heron watching.
  • Rapids in a boat built for a pond A canyon river. Problem: the boat was made for feeding ducks. Splash: bow up, a wave like a wall.
  • Through a swamp on stilts A mangrove swamp. Problem: the mud keeps one stilt. Splash: a wobbling figure, eyes in the water.
  • Up the inside of a hollow tree An ancient forest. Problem: the handholds stop halfway. Splash: looking up the trunk to a coin of sky.

Rescues and expeditions 18

  • A balloonist stuck in the tallest tree A grove of giant trees. Problem: the ladder stops at the first branch. Splash: the balloon like fruit in the crown.
  • A cave search guided by tapping on rock A limestone cave. Problem: two tunnels answer the taps. Splash: the hill cut away, two tiny lights inside.
  • A fading radio call from a snowed-in station A polar plateau. Problem: the supply sled is late. Splash: a hut, an aerial, endless white.
  • A hatchling turtle's run to the sea A moonlit beach. Problem: a long way and many gulls. Splash: one tiny turtle on a wide strip of sand.
  • A keeper leaves the lamp to reach a boat on the reef A reef in a gale. Problem: the lamp must stay lit while she is gone. Splash: a rowboat on the back of a wave.
  • A kitten on an island in a rising river A flooded meadow. Problem: the island is shrinking. Splash: one kitten, one tree, a plank edging out.
  • A lost explorer's trail of buttons A highland moor. Problem: the buttons stop at a river. Splash: the last button on a stone, fog ahead.
  • A message flashed by mirror across three peaks A mountain range. Problem: the sun is nearly down. Splash: three peaks, three sparks of light.
  • A plane lands on a beach for a stranded team A wild coast. Problem: the tide is taking the runway. Splash: wheels on wet sand, waves at the wing.
  • A river nobody has followed to the sea A rainforest river. Problem: it splits in three. Splash: the canoe at the fork, seen from the canopy.
  • A signal fire and a sail on the horizon A bare island. Problem: the wood is wet. Splash: a thread of smoke, a sail no bigger than a nail.
  • A small dog leads the search party A snowy slope. Problem: the dog is small and the snow is deep. Splash: a tail above a drift, lanterns behind.
  • A stowaway on a ship going the wrong way A cargo deck. Problem: the next port is weeks off. Splash: a face among crates, sea all around.
  • A whale in a net and one small boat Open sea. Problem: the whale will not hold still. Splash: the boat beside an eye as big as a porthole.
  • The bridge is out and the night train is coming A valley in the rain. Problem: one lantern and a long run of track. Splash: a red light swinging, a headlamp ahead.
  • The cook saves the expedition A base camp. Problem: the supplies went over the falls. Splash: a soup pot, a fishing line, twelve hungry faces.
  • Finding a lost camel calf before dark A stony desert. Problem: the tracks end at a gravel riverbed. Splash: a small shape on a far ridge at sunset.
  • The last mule train before the pass shuts A high pass. Problem: the first snow closes it. Splash: laden mules under a darkening notch.

How it works

Each of these action adventure comic ideas gives three things: where it happens, what goes wrong, and the splash, the big picture that opens the story. The action is chases, climbs and escapes. Nothing here needs a fight to move.

Read the full guide

Draw the splash first

Draw the splash wide: the whole gorge, the whole roofscape, with your hero small inside it. Once the reader has seen how far the drop is, every later panel can be close and quick.

Make the problem worse twice

The problem in the hint is where the trouble starts. Before you draw, write two ways it gets worse: the planks are rotten, then the mule will not go. Three steps of trouble and one way out is a whole adventure.

  • Tilt the horizon in a chase panel. A level one reads as calm.
  • Give the hero one piece of gear and use it for a job it was not made for.

Questions and answers

What are good action adventure comic ideas?

Ones where the place is the danger: a causeway the tide is taking, a mine cart on an unfinished track, a zip line one tree short. A setting that can go wrong gives you action without anyone throwing a punch.

What is a splash page in a comic?

The big picture that starts a comic story, often filling the whole first page. It is there to catch the reader's eye, and it can set the time, the place and the mood before a word is read. Every idea in this list names one.

How do you draw action in a comic without a fight scene?

Use speed, height and a deadline. A chase, a climb, a crossing and a race against the tide all move fast and have something to lose. The group Action: chases and escapes holds eighteen of them.

Are there treasure hunt comic ideas?

Yes. Choose Maps and treasure hunts: a map whose X was on the missing corner, two halves owned by people who do not get along, a compass that points at something that is not north.