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Template metadata

id: module_dungeon title: Dungeon Module type: module_dungeon level: module purpose: Exploration and combat-focused adventure with room-by-room content author: Mimir Team

Module-specific metadata

module_number: 1 theme: “[Theme]” tone: “Adventure” estimated_hours: 8

Catalog references (machine-readable)

monsters:

Dungeon modules are combat-heavy - organize by area/encounter

  • encounter: entrance_guards name: “[Guardian Type]” source: MM quantity: 2 notes: “First line of defense”
  • encounter: patrol name: “[Patrol Creature]” source: MM quantity: 4 notes: “Roaming encounters”
  • encounter: miniboss name: “[Mini-boss]” source: MM quantity: 1 notes: “Guards key area”
  • encounter: boss_fight name: “[Boss Monster]” source: MM quantity: 1 notes: “Final guardian”
  • encounter: boss_fight name: “[Minion Type]” source: MM quantity: 3 notes: “Boss support”

npcs:

Dungeons typically have fewer NPCs

  • role: prisoner name: “[Captive]” source: campaign location: “Cells/Prison Area” notes: “Can provide information or need rescue”
  • role: informant name: “[Survivor/Ghost]” source: campaign location: “Hidden area” notes: “Knows dungeon secrets”

items:

Treasure distribution through the dungeon

  • location: hidden_cache name: “[Minor Magic Item]” source: DMG quantity: 1 notes: “Reward for exploration”
  • location: miniboss_treasure name: “[Medium Magic Item]” source: DMG quantity: 1 notes: “Mini-boss reward”
  • location: boss_hoard name: “[Major Magic Item]” source: DMG quantity: 1 notes: “Primary treasure”
  • location: boss_hoard name: “[Gold/Gems]” source: DMG quantity: 1 notes: “Monetary treasure”

variables:

  • name: dungeon_name type: string description: Name of the dungeon default: “[Dungeon Name]” required: true
  • name: module_number type: number description: Module number in campaign sequence default: 1 required: true

Module {{module_number}}: {{dungeon_name}}

Exploration and combat adventure


1. Overview

Pitch: [One sentence describing the dungeon adventure]

Dungeon Name: [What locals call this place]

Core Question: [What mystery does the dungeon hold?]

Threat Level: [Low / Medium / High / Extreme]

Estimated Play Time: [X hours]

The Hook

How PCs Learn About It: [Rumor, treasure map, plea for help, etc.]

What They’re Told: [The public story about this place]

The Real Danger: [What they don’t know]

Time Pressure: [Why go now? What happens if they wait?]

Dungeon Structure

[ENTRANCE] → [LEVEL 1] → [LEVEL 2] → [BOSS CHAMBER]
  (guards)    (explore)   (challenges)    (climax)

[Brief description - linear, branching, hub-and-spoke, etc.]


2. Dungeon Background

History

Original Purpose: [Why was it built?]

The Catastrophe: [What went wrong?]

Current State: [What is it now?]

Local Knowledge: [What people think they know]

Theme and Atmosphere

Visual Theme: [Architecture style, decay state]

Mood: [Oppressive, mysterious, ancient, corrupted]

Unique Features: [What makes this dungeon special]

Environmental Challenges: [Light, air, temperature, water]


3. Faction Overview

Primary Inhabitants: [Who lives here now - their goal]

Secondary Group: [Rivals, prisoners, or opportunists]

Ancient Guardians: [What still protects the original purpose]

Wild Cards: [Neutral parties players might ally with or fight]


4. Dungeon Map & Key Areas

Level 1: [Entry Level Name]

Theme: [First impression]

Difficulty: Easy-Medium

Key Rooms: 5-8

#Room NameContentsExits
1[Entrance][What’s here][Where it leads]
2[Room Name][What’s here][Where it leads]
3[Room Name][What’s here][Where it leads]

Level 2: [Deeper Level Name]

Theme: [How it changes from Level 1]

Difficulty: Medium-Hard

Key Rooms: 6-10

#Room NameContentsExits
1[Room Name][What’s here][Where it leads]
2[Room Name][What’s here][Where it leads]

Level 3: [Final Level / Boss Area]

Theme: [Core dungeon purpose revealed]

Difficulty: Hard-Deadly

Key Rooms: 4-6

#Room NameContentsExits
1[Antechamber][What’s here][Where it leads]
2[Boss Chamber][What’s here][Escape routes]

5. Treasure Distribution

By Location

LocationTreasureValueNotes
[Room #][Item/coins][GP value][How hidden]
[Room #][Item/coins][GP value][How hidden]
[Boss Chamber][Major items][GP value][Primary reward]

Magic Items

  • Minor Items: [Consumables, common items - locations]
  • Uncommon Items: [+1 weapons, useful items - locations]
  • Major Item: [Signature piece - boss reward]

6. Adventure Content

Part 1: Approach & Entrance

Setup: [How players arrive at the dungeon]

Read Aloud: “[Description of the dungeon exterior - the entrance looms before them. What do they see? What sounds or smells? What hints at the danger within?]”

Features:

  • [Visible defenses or warnings]
  • [Environmental details that set the mood]
  • [Signs of previous adventurers]

Encounter: entrance_guards

  • Tactics: [How the guards defend the entrance]
  • Terrain: [Cover, elevation, hazards]
  • Alert: [What happens if guards sound alarm]

Outcomes:

  • Stealth Entry: Guards bypassed, interior unaware
  • Quick Victory: Guards defeated before alarm
  • Alarm Raised: Dungeon inhabitants prepare
  • Transition: Into the dungeon proper

Room: [Room Name] (Room #)

Purpose: [Original and current function]

Read Aloud: “[Description of what players see when they enter - architecture, lighting, occupants, notable features]”

Features:

  • [Interactive element or searchable area]
  • [Environmental hazard or benefit]
  • [Clue to dungeon’s history or layout]

Encounter/Challenge: [Combat, trap, puzzle, or empty]

  • [Details appropriate to the challenge type]

Treasure: [If any - reference items from front matter]

Exits: [Where doors/passages lead, any locked or hidden]


Room: [Hub Room Name] (Room #)

Purpose: [Central junction with multiple paths]

Read Aloud: “[Description emphasizing the choices players have]”

Features:

  • [Each exit has distinctive hints about what lies beyond]
  • [Possible rest spot if secured]

Branching Paths:

ExitHintsLeads To
North[What players notice][Destination]
East[What players notice][Destination]
Down[What players notice][Destination]

Part 2: The Mini-Boss

Setup: [This guardian protects something valuable or blocks progress]

Read Aloud: “[Description of the mini-boss’s lair - show their power through the environment]”

Features:

  • [Tactical terrain elements]
  • [Environmental hazards or benefits]
  • [Evidence of the mini-boss’s nature]

Encounter: miniboss

  • Tactics: [How the mini-boss fights - phases, abilities]
  • Terrain: [How the room affects combat]
  • Retreat: [When/if the mini-boss flees]

Treasure: [Mini-boss reward - reference items from front matter]

Outcomes:

  • Victory: [What they gain access to]
  • Defeat: [Consequences - capture? Death? Escape?]
  • Transition: [Path to deeper levels or boss]

Part 3: The Boss Chamber

Setup: [The climax of the dungeon - what the boss guards]

Read Aloud: “[Dramatic description of the final chamber - this should feel climactic. The architecture, the boss, any minions, the treasure they protect]”

Features:

  • [Lair features that affect combat]
  • [The prize that makes this worthwhile]
  • [Escape routes if things go badly]

Encounter: boss_fight

  • Phase 1: [Initial tactics and abilities]
  • Phase 2: [When bloodied - what changes]
  • Legendary Actions: [If applicable]
  • Lair Actions: [Environmental effects each round]
  • Minions: [Support creatures and their role]

Victory:

  • [How the boss can be defeated]
  • [What happens when they fall]
  • [Access to treasure hoard]

Defeat:

  • [What happens if party falls]
  • [Escape or rescue possibilities]

7. Traps & Puzzles

Trap: [Trap Name]

Location: [Room #]

Trigger: [What sets it off]

Effect: [Damage and effects]

Detection: Perception DC [X]

Disarm: [Thieves’ tools DC X, or alternative methods]

Clues: [What hints at its presence]

Puzzle: [Puzzle Name]

Location: [Room #]

Presentation: [What players see]

Read Aloud: “[Description of the puzzle elements]”

Solution: [How to solve it]

Hints:

  1. [Subtle hint - DC 15 Investigation]
  2. [Medium hint - found elsewhere in dungeon]
  3. [Direct hint - if stuck, NPC or inscription]

Reward: [What solving grants - access, treasure, shortcut]

Failure: [Consequences of wrong answer - damage, alarm, reset]


8. Random Encounters (d12)

Roll every 30 minutes of in-game exploration:

RollEncounter
1-3No encounter
4-5Evidence of creatures (tracks, sounds, smells)
6-7[Common inhabitant - patrol]
8-9[Uncommon inhabitant - hunting]
10[Environmental hazard - ceiling collapse, gas pocket]
11[Hostile patrol - searching for intruders]
12[Special encounter - prisoner, rival adventurers, unique creature]

9. DM Notes

Pacing

  • First level should move quickly, establish danger
  • Middle levels allow for exploration and discovery
  • Build tension as they approach the boss
  • Boss fight should feel like a true climax

Resource Management

  • Track light sources, rations, spell slots
  • Short rests only in secured areas
  • Long rests extremely difficult in hostile dungeon
  • Tension from dwindling resources

Common Pitfalls

  • Party retreats to rest: Dungeon resets partially, enemies fortify
  • Party gets lost: Use sound, air flow, tracks as navigation aids
  • TPK imminent: Capture scenario, rescue mission follows

Scaling

  • Easier: Reduce enemy numbers, lower HP, add helpful NPC
  • Harder: Add enemies, use tactics, enforce resource scarcity

10. Connections

From Previous Module

[What leads them here - map found, NPC request, rumor followed]

To Next Module

[What they discover - hooks, items, information leading forward]

Campaign Themes

[How this dungeon reinforces larger narrative themes]


11. Post-Module Notes

What Happened

  • Which path did they take through the dungeon?
  • Did they find the secret areas?
  • How did the boss fight go?
  • What treasure did they claim?

Continuity Notes

[Enemies escaped, allies made, secrets learned]

Dungeon Status

[Cleared? Partially explored? New inhabitants moving in?]


Status: [Planning / Ready / Active / Complete] Started: [Date] Completed: [Date]