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Module Types and Templates

Different story types require different structures. This chapter provides tested templates for the most common module types, helping you match form to function.

Module Templates by Type

The Mystery Module

Structure: Investigation leading to revelation Sessions: 3-4 typically Key Elements:

  • Initial crime/disappearance/phenomenon
  • 3-4 suspects/theories with evidence
  • Red herring that’s still interesting
  • Twist that recontextualizes evidence
  • Confrontation with truth

Pacing:

  • Session 1: Discovery and initial investigation
  • Session 2: Deepening mystery, conflicting evidence
  • Session 3: Breakthrough and pursuit
  • Session 4: Confrontation and resolution

Critical Design Elements:

  • Three-Clue Rule: Every conclusion needs 3+ ways to reach it
  • Proactive NPCs: Suspects act on their own agendas
  • Timeline: Events progress without PC intervention
  • Fair Play: All clues available before reveal

Common Pitfalls:

  • Single solution path
  • Passive waiting for PCs to find clues
  • Twist that invalidates player work
  • Red herrings more interesting than truth

Five-Room Structure Example:

  1. Entrance: Crime scene discovery (body/theft/disappearance)
  2. Puzzle: Interviewing suspects, gathering contradictory stories
  3. Setback: Red herring leads to danger or key witness dies
  4. Climax: Confronting real culprit with evidence
  5. Revelation: Motive exposed, larger conspiracy hinted

The Heist Module

Structure: Planning and execution of complex theft/infiltration Sessions: 3-5 typically Key Elements:

  • Clear target with multiple defenses
  • Preparation phase for gathering intel
  • Execution with complications
  • Escape with consequences

Pacing:

  • Session 1: Job presentation and initial recon
  • Session 2: Deep reconnaissance and planning
  • Session 3-4: Execution with complications
  • Session 5: Escape and aftermath

Critical Design Elements:

  • Multiple Entry Points: Social, stealth, force, deception
  • Layered Defenses: Physical, magical, social, temporal
  • Meaningful Prep: Reconnaissance directly aids execution
  • Complication Clock: Things get worse over time

Common Pitfalls:

  • Over-planning paralysis
  • Single point of failure
  • No time pressure
  • Consequence-free success

Five-Room Structure Example:

  1. Entrance: Job offer meeting, target revealed
  2. Puzzle: Reconnaissance - learning defenses and routines
  3. Setback: Security changes or unexpected complication
  4. Climax: The heist itself - executing the plan
  5. Revelation: Double-cross or true nature of stolen item

The Dungeon Crawl Module

Structure: Location-based exploration with escalating danger Sessions: 2-4 typically Key Elements:

  • Compelling reason to enter
  • Environmental challenges
  • Guardian encounters
  • Treasure/objective
  • Escape complications

Pacing:

  • Session 1: Approach and initial levels
  • Session 2: Deeper challenges and resources
  • Session 3: Core objective/boss
  • Session 4: Escape with complications

Critical Design Elements:

  • Resource Management: Spell slots, HP, equipment matter
  • Environmental Storytelling: The dungeon tells a story
  • Multiple Objectives: Main goal plus optional rewards
  • Dynamic Response: Dungeon reacts to intrusion

Common Pitfalls:

  • Empty rooms and meaningless combat
  • No unifying theme
  • Static environment
  • Anticlimactic treasure

Five-Room Structure Example:

  1. Entrance: Guardian or sealed door requiring solution
  2. Puzzle: Ancient mechanism or riddle blocking progress
  3. Setback: Trap triggered or dungeon inhabitants alerted
  4. Climax: Boss monster or final chamber challenge
  5. Revelation: True purpose of dungeon or awakened threat

The Political Intrigue Module

Structure: Navigating competing factions toward resolution Sessions: 4-6 typically Key Elements:

  • 3+ factions with conflicting goals
  • Public event forcing interaction
  • Hidden agendas and secrets
  • Cascading consequences
  • Power shift resolution

Pacing:

  • Session 1: Introduction to factions and tensions
  • Session 2-3: Deepening involvement, choosing sides
  • Session 4: Crisis point forcing action
  • Session 5-6: Resolution and new order

Critical Design Elements:

  • Faction Clocks: Each group advances their agenda
  • No Perfect Solution: Every choice has downsides
  • Information Economy: Secrets are currency
  • Public vs Private: Different faces for different spaces

Common Pitfalls:

  • Clear good/evil factions
  • Passive factions waiting for PCs
  • No personal stakes
  • Consequence-free diplomacy

Five-Room Structure Example:

  1. Entrance: Invitation to court/summit/negotiation
  2. Puzzle: Navigating social etiquette and hidden agendas
  3. Setback: Assassination attempt or scandal erupts
  4. Climax: Critical vote or confrontation between factions
  5. Revelation: True puppet master or secret alliance exposed

The Exploration Module

Structure: Journey through unknown territory Sessions: 3-5 typically Key Elements:

  • Compelling destination
  • Environmental challenges
  • Discovery moments
  • Resource management
  • Changed return

Pacing:

  • Session 1: Departure and early challenges
  • Session 2-3: Deep wilderness/unknown
  • Session 4: Destination/discovery
  • Session 5: Return journey (changed)

Critical Design Elements:

  • Meaningful Navigation: Choices affect outcomes
  • Environmental Variety: Different terrains, different challenges
  • Discovery Rewards: Exploration yields benefits
  • Living World: Environment has its own agenda

Common Pitfalls:

  • Random encounter slog
  • Featureless wilderness
  • No meaningful choices
  • Identical return journey

Five-Room Structure Example:

  1. Entrance: Crossing threshold into unknown territory
  2. Puzzle: Navigating natural hazard or finding the path
  3. Setback: Lost, weather turns, or supplies compromised
  4. Climax: Reaching destination or major discovery
  5. Revelation: True nature of place or what it guards

The Siege Module

Structure: Defending against overwhelming force Sessions: 3-4 typically Key Elements:

  • Clear threat approaching
  • Limited time to prepare
  • Resources to manage
  • Multiple defensive challenges
  • Climactic assault

Pacing:

  • Session 1: Threat revealed, initial preparations
  • Session 2: Preparations and first probes
  • Session 3: Main assault
  • Session 4 (if used): Aftermath and counterattack

Critical Design Elements:

  • Preparation Matters: Player choices affect defense
  • Resource Scarcity: Every decision has trade-offs
  • Escalating Pressure: Each wave harder than last
  • Multiple Fronts: Can’t defend everywhere

Common Pitfalls:

  • Static defense grind
  • No meaningful preparation
  • Single solution strategy
  • Anticlimactic resolution

Five-Room Structure Example:

  1. Entrance: Enemy army spotted, time to prepare revealed
  2. Puzzle: Fortifying defenses with limited resources
  3. Setback: Spy discovered or defenses breached early
  4. Climax: Main assault on multiple fronts
  5. Revelation: True reason for siege or cost of victory

The Survival/Horror Module

Structure: Resource depletion against environmental or supernatural threats Sessions: 2-4 typically Key Elements:

  • Isolation from help/resources
  • Environmental attrition
  • Psychological pressure building
  • Dwindling supplies
  • Escape as primary victory

Pacing:

  • Session 1: Stranded/trapped, initial threat
  • Session 2: Resource depletion, escalating danger
  • Session 3: Desperation phase, hard choices
  • Session 4: Final push to escape/survive

Critical Design Elements:

  • Resource Tracking: Every item counts
  • Atmosphere Building: Fear through description
  • Death Spiral: Things get progressively worse
  • Hope Management: Glimmers keep players trying

Common Pitfalls:

  • Too bleak/hopeless
  • Resource tracking tedium
  • Predictable scares
  • No player agency

Five-Room Structure Example:

  1. Entrance: Disaster strikes, normal exit cut off
  2. Puzzle: Finding shelter/resources while avoiding threat
  3. Setback: Safe haven compromised or ally lost
  4. Climax: Desperate escape attempt or final stand
  5. Revelation: What caused this and if it can happen again

The War/Military Campaign Module

Structure: Large-scale conflict with strategic elements Sessions: 4-6 typically Key Elements:

  • Mass combat situations
  • Strategic planning
  • Supply line management
  • Morale as resource
  • Victory conditions beyond combat

Pacing:

  • Session 1: War council and initial deployment
  • Session 2-3: Early battles and adjustments
  • Session 4: Turning point battle
  • Session 5-6: Final push and aftermath

Critical Design Elements:

  • Scale Management: Personal stories within war
  • Strategic Choices: Battles affect campaign
  • War Exhaustion: Prolonged conflict costs
  • Multiple Fronts: Can’t be everywhere

Common Pitfalls:

  • Lost in logistics
  • PC agency diminished
  • Combat grind
  • Unclear objectives

Five-Room Structure Example:

  1. Entrance: War council assigns critical mission
  2. Puzzle: Gathering intelligence on enemy movements
  3. Setback: Ambush or betrayal within ranks
  4. Climax: Key battle that turns the tide
  5. Revelation: War’s true cost or hidden enemy revealed

The Rescue/Escort Module

Structure: Protecting or retrieving vulnerable NPCs Sessions: 2-4 typically Key Elements:

  • Vulnerable charge(s)
  • Mobile challenges
  • Time pressure
  • Moral dilemmas
  • Safe delivery objective

Pacing:

  • Session 1: Acquire charge, initial dangers
  • Session 2: Journey complications
  • Session 3: Major obstacle/betrayal
  • Session 4: Final push to safety

Critical Design Elements:

  • NPC Personality: Make them worth saving
  • Mobile Defense: Different from static protection
  • Resource Drain: Protecting others costs
  • Emotional Stakes: Beyond mechanical success

Common Pitfalls:

  • Annoying NPCs
  • Escort as burden only
  • No emotional investment
  • Static challenges

Five-Room Structure Example:

  1. Entrance: Urgent plea or kidnapping witnessed
  2. Puzzle: Tracking captors or navigating to prison
  3. Setback: Hostage moved or escort ambushed
  4. Climax: Rescue attempt or final leg of journey
  5. Revelation: Why they were taken or who they really are

The Base Building/Domain Module

Structure: Establishing and developing a stronghold or settlement Sessions: 5+ (often campaign-spanning) Key Elements:

  • Location selection/acquisition
  • Resource gathering
  • Defense planning
  • Political relationships
  • Growth milestones

Pacing:

  • Sessions 1-2: Site acquisition and clearing
  • Sessions 3-4: Initial construction and challenges
  • Sessions 5-6: First major threat
  • Ongoing: Expansion and development

Critical Design Elements:

  • Investment Mechanics: Progress feels earned
  • Threat Scaling: Challenges grow with base
  • NPC Integration: Settlement comes alive
  • Multiple Paths: Military, economic, diplomatic

Common Pitfalls:

  • Bookkeeping overload
  • Disconnected from adventure
  • No meaningful threats
  • Progress too slow/fast

Five-Room Structure Example:

  1. Entrance: Discovering or claiming the site
  2. Puzzle: Securing resources and skilled workers
  3. Setback: Sabotage, raids, or natural disaster
  4. Climax: Major threat to nascent settlement
  5. Revelation: Ancient claim or strategic importance revealed

Choosing Your Module Type

Match Type to Campaign Needs

Use Mystery When:

  • Players enjoy investigation
  • You need to reveal campaign information
  • Changing pace from combat-heavy arc
  • Building paranoia/suspense

Use Heist When:

  • Players need specific item/information
  • Emphasizing planning and teamwork
  • Introducing new faction/location
  • Rewarding clever thinking

Use Dungeon Crawl When:

  • Players want classic adventure
  • Testing resource management
  • Hiding important campaign elements
  • Providing clear win conditions

Use Political Intrigue When:

  • Campaign reaches faction conflicts
  • Players enjoy social challenges
  • Setting up long-term consequences
  • Exploring moral complexity

Use Exploration When:

  • Expanding campaign geography
  • Emphasizing wonder/discovery
  • Building survival tension
  • Transitioning between regions

Use Siege When:

  • Players have something to protect
  • Testing resource management
  • Building desperation/heroism
  • Creating time pressure

Use Survival/Horror When:

  • Emphasizing vulnerability
  • Building tension and fear
  • Testing resource conservation
  • Changing tone to darker

Use War/Military When:

  • Campaign reaches large conflicts
  • Players command forces
  • Strategic gameplay desired
  • Epic scale needed

Use Rescue/Escort When:

  • Creating emotional investment
  • Adding protection challenge
  • Building NPC relationships
  • Time pressure without combat focus

Use Base Building/Domain When:

  • Players want permanent impact
  • Transitioning to leadership
  • Long-term campaign investment
  • Combining multiple play styles

Hybrid Modules

Most modules benefit from mixing types:

Common Combinations:

  • Mystery + Heist: Investigate to find target, then steal evidence
  • Dungeon + Politics: Ancient ruins hold political leverage
  • Exploration + Mystery: Journey reveals larger conspiracy
  • Heist + Dungeon: Infiltrate to reach dungeon entrance
  • Politics + Exploration: Navigate hostile territory diplomatically

New Type Combinations:

  • Survival + Exploration: Lost in hostile wilderness
  • Rescue + Heist: Extract prisoner from fortress
  • War + Politics: Navigate alliances during conflict
  • Base Building + Siege: Establish then defend position
  • Horror + Mystery: Investigate supernatural threat
  • Escort + War: Civilians through battlefield
  • Domain + Politics: Rule requires diplomacy

Module Type by Campaign Phase

Early Campaign (Levels 1-5):

  • Dungeon Crawls (clear objectives)
  • Simple Mysteries (local scope)
  • Exploration (establishing geography)
  • Rescue Missions (build empathy)
  • Survival Scenarios (teach resource management)

Mid Campaign (Levels 6-10):

  • Complex Mysteries (campaign connections)
  • Heists (specific objectives)
  • Political Intrigue (faction introduction)
  • War Campaigns (command small forces)
  • Base Building (establish presence)
  • Horror Modules (raise stakes)

Late Campaign (Levels 11+):

  • Grand Heists (impossible targets)
  • Political Intrigue (world-shaking)
  • War Campaigns (massive conflicts)
  • Domain Management (rule territories)
  • Epic Sieges (defend kingdoms)
  • Hybrid Modules (all skills needed)

Quick-Start Templates

The Three-Session Mystery

Session 1: The Crime
- Opening: Discovery of crime/problem
- Investigation: 3 initial suspects/leads
- Cliffhanger: First suspect murdered

Session 2: The Web
- Opening: Deal with murder fallout
- Investigation: Deeper connections revealed
- Cliffhanger: PCs framed/threatened

Session 3: The Truth  
- Opening: Escape/clear names
- Confrontation: Real villain revealed
- Resolution: Justice served/escaped

The Four-Session Heist

Session 1: The Job
- Opening: Employer presentation
- Planning: Target overview
- Preparation: Initial reconnaissance

Session 2: The Plan
- Intel: Deep reconnaissance
- Resources: Acquiring tools/allies
- Finalization: Choosing approach

Session 3: The Heist
- Infiltration: Entering target
- Complications: Plans go wrong
- Adaptation: New solutions

Session 4: The Escape
- Acquisition: Securing objective
- Pursuit: Escaping consequences
- Resolution: Payment/betrayal

The Two-Session Dungeon

Session 1: The Delve
- Hook: Reason to enter
- Exploration: Upper levels
- Discovery: Hints at deeper threat
- Resource Drain: Test management

Session 2: The Heart
- Descent: Reaching core
- Confrontation: Boss/objective
- Revelation: Larger implications
- Escape: Complications arising

The Three-Session Survival

Session 1: The Catastrophe
- Opening: Disaster strikes
- Inventory: What resources remain
- First Night: Initial threats
- Realization: No easy escape

Session 2: The Struggle
- Rationing: Hard choices
- Exploration: Seeking escape
- Setback: Route blocked/failed
- Desperation: New dangers

Session 3: The Escape
- Final Push: Last resources
- Sacrifice: What's left behind
- Resolution: Freedom or doom
- Aftermath: Changed forever

The Two-Session Rescue

Session 1: The Taking
- Discovery: Someone missing
- Investigation: Trail and obstacles
- Pursuit: Following leads
- Confrontation: Finding captors

Session 2: The Escape
- Infiltration: Reaching prisoner
- Complications: Unexpected problems
- Flight: Getting out alive
- Resolution: Safe or lost

Customizing Templates

Every template should be adjusted for:

Your Players

  • Combat lovers: Add more encounters
  • Roleplayers: Expand NPC interactions
  • Puzzle solvers: Include more mysteries
  • Explorers: Add discoverable secrets

Your Campaign

  • Tie to ongoing plots
  • Use established NPCs
  • Reference past events
  • Foreshadow future arcs

Your Constraints

  • Session length varies: Adjust pacing
  • Player absence: Critical path flexibility
  • Prep time limited: Focus on essentials
  • Virtual/In-person: Emphasize strengths

Module Interface Patterns

Connection Points Between Modules

Each module should define clear interface patterns for seamless campaign flow:

Entry Conditions:

  • Party State: Level range, resource expectations
  • Knowledge Requirements: What they should know
  • Relationship Status: NPC/faction standings
  • Geographic Position: Where they should be
  • Emotional Temperature: Expected tone/mood

Exit Conditions:

  • Achievement State: What they accomplished
  • Resource Changes: Gains and losses
  • Knowledge Gained: New information acquired
  • Relationship Changes: Altered standings
  • Geographic Changes: New locations accessible
  • Narrative Hooks: 2-3 threads for next module

Handoff Mechanisms

Direct Handoff (Same Session):

  • Cliffhanger ending leads immediately to next module
  • No downtime between modules
  • Maintains momentum and urgency
  • Entry: High tension | Exit: Higher tension

Bridged Handoff (Between Sessions):

  • Downtime activities connect modules
  • Players make preparations
  • Background events develop
  • Entry: Resolution | Exit: New beginning

Delayed Handoff (Multiple Sessions):

  • Other modules intervene
  • Long-term consequences develop
  • Callback to previous events
  • Entry: Completed arc | Exit: Ripple effects

Module Transition Templates

From Mystery → Heist:

Exit Mystery: Villain identified but protected
Bridge: Planning to steal evidence
Enter Heist: Target fortified, time pressure

From Dungeon → Survival:

Exit Dungeon: Collapse during escape
Bridge: Trapped with dwindling resources
Enter Survival: Find new way out

From Politics → War:

Exit Politics: Negotiations failed
Bridge: Factions mobilize forces
Enter War: First battles begin

From Rescue → Base Building:

Exit Rescue: Refugees need home
Bridge: Search for safe location
Enter Base: Establish settlement

Framework Elements

Pacing Variants

One-Shot Conversions: Each module type can compress to single session:

  • Focus on single decisive scene
  • Pre-generate situation in media res
  • Skip preparation phases
  • Accelerate to climax
  • Provide epilogue narration

Extended Campaign Versions: Each module type can expand indefinitely:

  • Add subplots and complications
  • Deepen NPC relationships
  • Layer multiple challenges
  • Include downtime scenes
  • Build toward epic conclusions

Emergency Compression: When time runs short:

  • Jump to decision points
  • Summarize transitions
  • Combine encounters
  • Accelerate timeline
  • Resolve through narration

Failure States

Failure Forward Design:

  • Mystery: Wrong accusation creates new enemies
  • Heist: Capture leads to prison break module
  • Dungeon: Retreat leaves threat growing
  • Politics: Bad deals haunt future modules
  • Exploration: Lost leads to survival module
  • Siege: Defeat forces desperate escape
  • Survival: Death isn’t end (rescue possible)
  • War: Lost battles change campaign map
  • Rescue: Failure creates revenge motivation
  • Base: Destruction scatters resources

Partial Success Framework:

  • Primary objective failed, secondary gained
  • Victory with severe costs
  • Success but wrong target
  • Win battle, lose war
  • Saved some, lost others

Player Agency Patterns

Railroad Prevention:

  • Multiple paths to every objective
  • “No” leads to complications, not walls
  • Player ideas become canonical
  • Quantum elements adjust to choices
  • Failure creates new opportunities

Decision Point Architecture:

  • Minimum 3 meaningful choices per session
  • Choices affect immediate and future scenes
  • Telegraph decision importance
  • Show consequences quickly
  • Build on previous choices

Player-Driven Module Selection:

  • End modules with 3+ hooks
  • Let players choose next type
  • Respond to stated interests
  • Follow character goals
  • React to player theories

Resource Economy Design

Module Resource Patterns:

  • Mystery: Information rich, combat light
  • Heist: Preparation heavy, execution focused
  • Dungeon: Attrition-based depletion
  • Politics: Reputation as currency
  • Exploration: Supply management critical
  • Siege: Everything scarce
  • Survival: Constant drain
  • War: Mass resource logistics
  • Rescue: Time as primary resource
  • Base: Investment and return

Cross-Module Planning:

  • Track resources between modules
  • Some modules drain, others restore
  • Create resource storylines
  • Balance scarcity and abundance
  • Reward conservation

Enhancement Patterns

Module Combination Matrix

Highly Compatible (Flow naturally together):

  • Mystery → Heist (investigate then steal)
  • Exploration → Survival (get lost)
  • Politics → War (diplomacy fails)
  • Rescue → Escort (extract then protect)
  • Base Building → Siege (create then defend)
  • Dungeon → Horror (delve too deep)

Interesting Tensions (Create dramatic shifts):

  • War → Politics (violence to diplomacy)
  • Survival → Base Building (scarcity to growth)
  • Heist → Rescue (theft becomes liberation)
  • Horror → Mystery (fear to understanding)
  • Siege → Exploration (defense to expansion)

Challenging Combinations (Require careful bridging):

  • Base Building → Heist (stability to crime)
  • War → Mystery (macro to micro focus)
  • Survival → Politics (desperation to negotiation)
  • Dungeon → War (personal to epic scale)

Tone Variants

Each module type can support different emotional registers:

Heroic Fantasy:

  • Mysteries have clear justice
  • Heists target tyrants
  • Dungeons hold ancient evils
  • Wars defend the innocent
  • Survival proves heroism

Grimdark:

  • Mysteries reveal corruption
  • Heists involve moral compromise
  • Dungeons corrupt explorers
  • Wars have no winners
  • Survival demands sacrifice

Comedy/Lighthearted:

  • Mysteries involve silly misunderstandings
  • Heists become capers
  • Dungeons have pun traps
  • Politics involve absurd bureaucracy
  • Escorts protect comic relief

Horror-Tinged:

  • Every type emphasizes dread
  • Unknown threats lurk
  • Victories feel temporary
  • Costs mount psychologically
  • Hope remains fragile

Scaling Guidelines

Party Size Adjustments:

  • 3 Players: Reduce encounter difficulty 25%, add NPC ally
  • 4 Players: Run as written
  • 5 Players: Add 25% more enemies or HP
  • 6+ Players: Add legendary actions, split objectives

Power Level Modifications:

  • Low Magic: Reduce supernatural elements
  • High Magic: Add magical complications
  • Gritty Realism: Emphasize resource tracking
  • Superheroic: Increase scope and stakes

Complexity Dials:

  • Simple: Single objective, clear path
  • Standard: Multiple approaches, some complexity
  • Complex: Layered objectives, many variables
  • Labyrinthine: Wheels within wheels

Virtual Table Adaptations

Best for Online Play:

  • Mystery: Easy to share clues digitally
  • Political Intrigue: Private messaging enhances
  • Base Building: Shared documents work well
  • Heist: Digital planning tools help

Challenging Online:

  • Dungeon Crawl: Mapping can be difficult
  • War Campaigns: Large battles need tools
  • Survival Horror: Atmosphere harder to build

Online Enhancements:

  • Use breakout rooms for split parties
  • Digital handouts for clues/maps
  • Mood music/soundscapes more accessible
  • Shared planning documents
  • Asynchronous downtime activities

Module Quality Checklist

Before running any module, verify:

Structure:

  • Clear beginning, middle, end
  • Multiple paths to success
  • Meaningful decision points
  • Appropriate scope for sessions

Content:

  • Varied encounter types
  • Interesting NPCs with motives
  • Environmental storytelling
  • Rewards match effort

Flexibility:

  • Handles player creativity
  • Adjusts for party composition
  • Scales to time available
  • Connects to campaign

Engagement:

  • Every player has spotlight
  • Pacing varies appropriately
  • Stakes feel meaningful
  • Fun trumps everything

Conclusion

These module types and templates provide frameworks, not prescriptions. The best modules often blend elements from multiple types, adjusted for your specific players and campaign. Use these patterns as starting points, then customize ruthlessly based on what you learn about your group.

Remember: The perfect module is one that engages your specific players in your unique campaign. These templates help you build that faster, not replace your creativity.

Next Steps

With templates chosen and customized, the next chapter covers running modules effectively—managing pacing, handling derailments, and transitioning between modules smoothly.