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:
- Entrance: Crime scene discovery (body/theft/disappearance)
- Puzzle: Interviewing suspects, gathering contradictory stories
- Setback: Red herring leads to danger or key witness dies
- Climax: Confronting real culprit with evidence
- 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:
- Entrance: Job offer meeting, target revealed
- Puzzle: Reconnaissance - learning defenses and routines
- Setback: Security changes or unexpected complication
- Climax: The heist itself - executing the plan
- 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:
- Entrance: Guardian or sealed door requiring solution
- Puzzle: Ancient mechanism or riddle blocking progress
- Setback: Trap triggered or dungeon inhabitants alerted
- Climax: Boss monster or final chamber challenge
- 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:
- Entrance: Invitation to court/summit/negotiation
- Puzzle: Navigating social etiquette and hidden agendas
- Setback: Assassination attempt or scandal erupts
- Climax: Critical vote or confrontation between factions
- 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:
- Entrance: Crossing threshold into unknown territory
- Puzzle: Navigating natural hazard or finding the path
- Setback: Lost, weather turns, or supplies compromised
- Climax: Reaching destination or major discovery
- 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:
- Entrance: Enemy army spotted, time to prepare revealed
- Puzzle: Fortifying defenses with limited resources
- Setback: Spy discovered or defenses breached early
- Climax: Main assault on multiple fronts
- 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:
- Entrance: Disaster strikes, normal exit cut off
- Puzzle: Finding shelter/resources while avoiding threat
- Setback: Safe haven compromised or ally lost
- Climax: Desperate escape attempt or final stand
- 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:
- Entrance: War council assigns critical mission
- Puzzle: Gathering intelligence on enemy movements
- Setback: Ambush or betrayal within ranks
- Climax: Key battle that turns the tide
- 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:
- Entrance: Urgent plea or kidnapping witnessed
- Puzzle: Tracking captors or navigating to prison
- Setback: Hostage moved or escort ambushed
- Climax: Rescue attempt or final leg of journey
- 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:
- Entrance: Discovering or claiming the site
- Puzzle: Securing resources and skilled workers
- Setback: Sabotage, raids, or natural disaster
- Climax: Major threat to nascent settlement
- 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.