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id: session_outline title: Session Outline type: session_outline level: module purpose: Plan and track individual game sessions author: Mimir Team variables:

  • name: session_number type: number description: Session number default: 1 required: true
  • name: session_title type: string description: Session title default: “[Session Title]” required: true

Session {{session_number}}: {{session_title}}

Date: [Date]
Module: [Current Module]
Expected Duration: [X hours]


1. Review Characters

Party Status

CharacterPlayerHPResourcesPersonal Goal
[Name][Player][Current/Max][Spell slots, etc][What they want]
[Name][Player][Current/Max][Spell slots, etc][What they want]
[Name][Player][Current/Max][Spell slots, etc][What they want]
[Name][Player][Current/Max][Spell slots, etc][What they want]

Recent Events Affecting Characters

  • [Character]: [What happened to them specifically]
  • [Character]: [What happened to them specifically]

2. Create a Strong Start

Opening Scene

Location: [Where]
Situation: [What’s happening as we begin]
Immediate Decision: [What choice faces the PCs]

Previously On…

[1-2 sentence recap of last session ending]


3. Outline Potential Scenes

Design to fit your session length

Session Arc for [X]-Hour Session

Structure: [e.g., “Setup → Investigation → Combat → Cliffhanger”]
Target Ending: [Natural stopping point you’re aiming for]

Expected Scenes

  1. [Opening Scene Name]: [Purpose and likely outcome] (~[X] min)
  2. [Development Scene]: [Purpose and likely outcome] (~[X] min)
  3. [Development Scene]: [Purpose and likely outcome] (~[X] min)
  4. [Climax Scene]: [Purpose and likely outcome] (~[X] min)
  5. [Ending/Cliffhanger]: [Where we aim to end] (~[X] min)

Contingency Scenes

  • If PCs go to [location]: [What happens]
  • If PCs talk to [NPC]: [What they learn]
  • If PCs avoid [thing]: [Consequence]

4. Define Secrets and Clues

Core Information (PCs Should Learn)

  1. [Critical clue]: Found via [method 1], [method 2], or [method 3]
  2. [Critical clue]: Found via [method 1], [method 2], or [method 3]
  3. [Critical clue]: Found via [method 1], [method 2], or [method 3]

Bonus Secrets (Rewards for Exploration)

  1. [Interesting detail]: [Where it’s hidden]
  2. [Character-specific info]: [Who it relates to]
  3. [World lore]: [How it’s revealed]
  4. [Future hook]: [What it sets up]
  5. [Red herring]: [Misleading but interesting]
  6. [NPC secret]: [Personal information]
  7. [Hidden treasure]: [Location and guards]

5. Develop Fantastic Locations

Location 1: [Name]

First Impression: [What PCs notice immediately]
Three Fantastic Aspects:

  1. [Unique visual feature]
  2. [Atmospheric detail]
  3. [Interactive element]

Location 2: [Name]

First Impression: [What PCs notice immediately]
Three Fantastic Aspects:

  1. [Unique visual feature]
  2. [Atmospheric detail]
  3. [Interactive element]

6. Outline Important NPCs

NameAppearancePersonalityWantsUseful Info
[Name][1 memorable trait][2 characteristics][Immediate goal][What they know]
[Name][1 memorable trait][2 characteristics][Immediate goal][What they know]

NPC Relationships

  • [NPC] thinks [NPC] is [opinion because reason]
  • [NPC] needs [NPC] for [specific purpose]

7. Choose Relevant Monsters

Potential Combat Encounters

EncounterMonstersDifficultyEnvironmentTactics
[Name][Number and type][Easy/Med/Hard/Deadly][Terrain features][How they fight]
[Name][Number and type][Easy/Med/Hard/Deadly][Terrain features][How they fight]

Non-Combat Creatures

  • [Creature]: [How PCs might interact peacefully]
  • [Creature]: [What service/info they provide]

8. Select Magic Item Rewards

Treasure Parcels

ItemLocationGuardianAttunement?
[Item name and rarity][Where found][What protects it]Yes/No
[Consumable][Where found][How obtained]No

Story Rewards

  • Achievement: [What it grants access to]
  • Information: [How it advances plot]
  • Ally: [Who they’ve earned trust of]
  • Reputation: [How perception changes]

Session Materials Checklist

  • Initiative tracker ready
  • NPC stat blocks bookmarked
  • Maps printed/loaded
  • Handouts prepared
  • Rules referenced checked
  • Music playlist queued
  • Props gathered (if any)
  • Backup dice available

Floating Elements

Encounters/scenes that can happen anytime if pacing needs adjustment

Social: [Quick NPC interaction]
Combat: [Simple encounter]
Discovery: [Minor secret/treasure]
Complication: [Minor obstacle]


Post-Session Reminder

  • Update character resources
  • Note major decisions
  • Track treasure given
  • Record NPC impressions
  • Plan next session’s start