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 Name | Contents | Exits |
|---|---|---|---|
| 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 Name | Contents | Exits |
|---|---|---|---|
| 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 Name | Contents | Exits |
|---|---|---|---|
| 1 | [Antechamber] | [What’s here] | [Where it leads] |
| 2 | [Boss Chamber] | [What’s here] | [Escape routes] |
5. Treasure Distribution
By Location
| Location | Treasure | Value | Notes |
|---|---|---|---|
| [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:
| Exit | Hints | Leads 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:
- [Subtle hint - DC 15 Investigation]
- [Medium hint - found elsewhere in dungeon]
- [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:
| Roll | Encounter |
|---|---|
| 1-3 | No encounter |
| 4-5 | Evidence 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]