Template metadata
id: module_mystery title: Mystery Module type: module_mystery level: module purpose: Investigation-focused adventure with clue trails, suspects, and revelations author: Mimir Team
Module-specific metadata
module_number: 1 theme: “[Theme]” tone: “Mystery” estimated_hours: 6
Catalog references (machine-readable)
monsters:
Mysteries often have fewer combat encounters
- encounter: confrontation name: “[Culprit’s Muscle]” source: MM quantity: 2 notes: “Guards or henchmen”
- encounter: final_showdown name: “[Culprit or Creature]” source: MM quantity: 1 notes: “The real threat”
npcs:
Mysteries are NPC-heavy - suspects, witnesses, victims
- role: victim name: “[Victim Name]” source: campaign location: “[Crime Scene]” notes: “What happened to them”
- role: suspect name: “[Suspect 1]” source: campaign location: “[Their Territory]” notes: “Motive: [Why they’d do it]”
- role: suspect name: “[Suspect 2]” source: campaign location: “[Their Territory]” notes: “Motive: [Why they’d do it]”
- role: suspect name: “[Suspect 3]” source: campaign location: “[Their Territory]” notes: “Motive: [Why they’d do it]”
- role: culprit name: “[The Real Culprit]” source: campaign location: “[Their Territory]” notes: “Secret: [How they did it]”
- role: informant name: “[Key Witness]” source: campaign location: “[Location]” notes: “Knows: [Crucial information]”
items:
- location: crime_scene name: “[Evidence Item]” source: campaign quantity: 1 notes: “Key physical evidence”
- location: reward name: “[Payment/Treasure]” source: DMG quantity: 1 notes: “For solving the case”
variables:
- name: mystery_name type: string description: Name of the mystery default: “[Mystery Name]” required: true
- name: module_number type: number description: Module number in campaign sequence default: 1 required: true
Module {{module_number}}: {{mystery_name}}
Investigation-focused adventure
1. Overview
Pitch: [One sentence describing the mystery]
Central Mystery: [What question must be answered?]
The Truth: [What actually happened - DM only]
Red Herring: [The believable false lead]
Estimated Play Time: [X hours]
The Hook
The Crime/Event: [What happened that draws players in]
Why Now: [Why this must be solved immediately]
Who Hired Them: [Who wants the truth and why]
Module Structure
[CRIME] → [INVESTIGATION] → [REVELATIONS] → [CONFRONTATION]
(hook) (suspects/clues) (truth emerges) (resolution)
2. The Crime/Event
What Happened: [The inciting incident]
When: [Timeline of events]
Where: [Location(s) involved]
Visible Evidence: [What’s immediately obvious]
Hidden Truth: [What’s actually going on]
3. Cast of Characters
The Victim(s)
| Aspect | Details |
|---|---|
| Name | [Full name and title] |
| Role | [Their place in community] |
| What Everyone Thinks | [Common assumption about what happened] |
| The Real Story | [What actually happened to them] |
Suspects
Suspect 1: [Name]
| Aspect | Details |
|---|---|
| Public Face | [How they present themselves] |
| Motive | [Why they’d commit the crime] |
| Opportunity | [Could they have done it?] |
| Alibi | [Their story for the time in question] |
| Secret | [What they’re actually hiding - may not be the crime] |
| Clues They Provide | [What investigating them reveals] |
Suspect 2: [Name]
| Aspect | Details |
|---|---|
| Public Face | [How they present themselves] |
| Motive | [Why they’d commit the crime] |
| Opportunity | [Could they have done it?] |
| Alibi | [Their story] |
| Secret | [What they’re hiding] |
| Clues They Provide | [What investigating them reveals] |
Suspect 3: [Name]
| Aspect | Details |
|---|---|
| Public Face | [How they present themselves] |
| Motive | [Why they’d commit the crime] |
| Opportunity | [Could they have done it?] |
| Alibi | [Their story] |
| Secret | [What they’re hiding] |
| Clues They Provide | [What investigating them reveals] |
The Real Culprit: [Name]
| Aspect | Details |
|---|---|
| Public Face | [How they seem innocent] |
| True Motive | [Why they really did it] |
| The Method | [How they did it] |
| The Cover-Up | [How they’re hiding their guilt] |
| Fatal Flaw | [What will ultimately give them away] |
4. Investigation Locations
Primary Crime Scene: [Location Name]
Obvious Clues:
- [Clue]: [What it suggests]
- [Clue]: [What it suggests]
Hidden Clues: (require searching/skills)
- [Clue]: Investigation DC [X]
- [Clue]: Perception DC [X]
Secondary Location: [Location Name]
Access: [How PCs learn about it]
What They Find: [Clues and information available]
Guardian/Obstacle: [Who/what makes it difficult]
Secret Location: [Location Name]
Discovery: [How it’s found - requires breakthrough]
Significance: [Why it matters to the case]
Danger: [What threatens PCs here]
5. Clue Structure (Three-Clue Rule)
Essential Clues
| Conclusion | Source A | Source B | Source C |
|---|---|---|---|
| [What PCs must realize] | [How to find it] | [Alternative source] | [Third source] |
| [What PCs must realize] | [How to find it] | [Alternative source] | [Third source] |
| [What PCs must realize] | [How to find it] | [Alternative source] | [Third source] |
Clue Layers
Layer 1: Surface Clues
- Physical evidence at the scene
- Witness accounts (may be unreliable)
- Initial assumptions (often wrong)
Layer 2: Investigation Clues
- Contradictions in stories
- Hidden connections between suspects
- Timeline inconsistencies
Layer 3: Breakthrough Clues
- The key realization that solves everything
- Hidden evidence the culprit concealed
- The true motive revealed
6. Adventure Content
Part 1: The Discovery
Setup: [How players encounter the mystery - hired, witness, stumble upon it]
Read Aloud: “[Description of the crime scene or initial situation. Set the mood - something is clearly wrong. Engage multiple senses. Who’s present? What’s the emotional atmosphere?]”
Features:
- [Key detail that players should notice]
- [Environmental element that sets the tone]
- [NPC reactions to the situation]
Initial Investigation:
- What Perception/Investigation reveals at various DCs
- Who can be questioned immediately
- What official presence exists (guards, authorities)
Outcomes:
- Thorough Search: Players find surface clues, enough to begin investigation
- Quick Look: Miss some clues but can return later
- Transition: Which suspects/locations become available
Part 2: Suspect Interviews
Setup: Players track down and question suspects
Interview: [Suspect 1 Name]
Read Aloud: “[Description of where this suspect is found and their initial demeanor]”
Roleplaying Notes:
- How they speak (nervous? Arrogant? Helpful?)
- Physical tells when lying
- What makes them open up
Key Questions to Anticipate:
| Question | Their Response | The Truth |
|---|---|---|
| [Likely question] | [What they say] | [Reality] |
| [Likely question] | [What they say] | [Reality] |
Insight/Deception DCs:
- DC [X] to notice [specific tell]
- DC [X] to catch them in a lie about [topic]
Interview: [Suspect 2 Name]
Read Aloud: “[Description of where this suspect is found]”
Roleplaying Notes:
- [How to portray them]
Key Information:
- [What they know that’s useful]
- [How to get them to share it]
Part 3: The Investigation Deepens
Setup: Following clues to secondary locations, discovering contradictions
Read Aloud: “[Description of a key investigation location - perhaps the culprit’s secret meeting place, a hidden room, or evidence cache]”
Features:
- [What makes this location significant]
- [Hidden elements requiring skill checks]
Discoveries:
- [Clue that eliminates a red herring]
- [Clue that points toward the truth]
- [Complication that raises stakes]
Outcomes:
- Major Breakthrough: Players connect the dots
- Partial Understanding: Some pieces fit, others don’t
- Transition: The culprit becomes aware they’re being investigated
Part 4: Confrontation
Setup: Players have enough evidence to confront the culprit
Read Aloud: “[Description of the confrontation location - dramatic and appropriate for the showdown]”
The Confrontation:
- How the culprit reacts when accused
- What evidence they try to deny
- When they resort to violence (if applicable)
Encounter: final_showdown
- Tactics: [How the culprit fights or tries to escape]
- Environment: [Factors that affect the confrontation]
- Complications: [Third parties, time pressure, hostages]
Resolution Options:
| Outcome | How It Happens | Consequences |
|---|---|---|
| Justice | Culprit captured and tried | [What changes] |
| Escape | Culprit flees | [Sets up sequel] |
| Tragic | Culprit dies or wins | [Dark ending] |
| Twist | Bigger conspiracy revealed | [Leads to more] |
7. Escalation Timeline
If PCs Investigate Quickly:
- Culprit gets nervous, makes mistakes
- Additional evidence surfaces before it’s destroyed
- Witnesses become more helpful
If PCs Investigate Slowly:
- More crimes occur
- Evidence disappears
- Culprit grows bolder
- Witnesses get threatened or killed
8. DM Notes
Pacing
- Let players theorize - don’t rush to the answer
- Drop clues at a steady pace, accelerate near the end
- If players are stuck, have a new incident occur
- The “aha moment” should feel earned
Running Investigations
- Present information, don’t solve the puzzle for them
- Reward creative questioning and approaches
- Have NPCs react to player theories (some correctly, some not)
- Use Investigation vs. Insight for different discoveries
Common Pitfalls
- Players fixate on wrong suspect: Have that suspect do something that proves innocence (while players watch)
- Players are completely stuck: A new witness comes forward, or the culprit makes a mistake
- Players guess too quickly: Add a layer - they’re right about who but wrong about why
Scaling
- Shorter Mystery: Reduce suspects to 2, compress timeline
- Longer Mystery: Add more layers, false conclusions, rival investigators
9. Connections
From Previous Module
[What plot threads or relationships carry forward]
To Next Module
[What this mystery reveals about larger plots, or new hooks discovered]
Campaign Themes
[How this mystery reinforces overarching campaign themes]
10. Post-Module Notes
What Happened
- Who did players suspect first?
- Which clues did they find/miss?
- How did they confront the culprit?
- What was the final resolution?
Continuity Notes
[Important facts for future modules - relationships changed, secrets learned]
Player Engagement
[Which investigation techniques worked well? What to do differently?]
Mystery Maintenance Checklist
- All suspects have believable motives
- Red herring is compelling but disprovable
- Each crucial clue can be found multiple ways
- Timeline makes logical sense
- Culprit’s plan has a fatal flaw
- Players can solve without lucky guesses
- Failure leads somewhere interesting (not dead end)
Status: [Planning / Ready / Active / Complete] Started: [Date] Completed: [Date]