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Template metadata

id: module_overview title: Module Overview type: module_overview level: module purpose: Complete runnable adventure module with catalog references and playable content author: Mimir Team

Module-specific metadata

These fields are filled in when creating a module from this template

module_number: 1 theme: “[Theme]” tone: “[Tone]” estimated_hours: 4

Catalog references (machine-readable)

The system parses these arrays and syncs to database tables

Full stat blocks are generated in separate monsters.md, npcs.md, items.md files

monsters:

Group monsters by encounter tag for organization

- encounter: Tag name matching Adventure Content encounters

- name: Exact catalog name

- source: Source book abbreviation (MM, PHB, DMG, etc.)

- quantity: Number of creatures

- notes: Context for this encounter

  • encounter: entrance_fight name: “[Monster Name]” source: MM quantity: 2 notes: “Guards at the entrance”
  • encounter: boss_fight name: “[Boss Monster]” source: MM quantity: 1 notes: “Main antagonist”

npcs:

NPCs can reference catalog entries or campaign-specific characters

- role: quest_giver, ally, antagonist, informant, wild_card

- source: “campaign” for custom NPCs, or source book for catalog NPCs

  • role: quest_giver name: “[NPC Name]” source: campaign location: “[Location]” notes: “Provides the hook”
  • role: antagonist name: “[Antagonist Name]” source: campaign location: “[Location]” notes: “Primary opposition”

items:

Magic items and significant treasure

- location: Where found (matches encounter tags or location names)

  • location: boss_chamber name: “[Magic Item]” source: DMG quantity: 1 notes: “Primary reward”
  • location: hidden_cache name: Potion of Healing source: PHB quantity: 3 notes: “Optional discovery”

variables:

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

Module {{module_number}}: {{module_name}}


1. Overview

Pitch: [One sentence that captures the essence of this module]

Theme: [What this module is really about - the deeper meaning]

Tone: [Serious / Light / Dark / Adventure / Horror / Mystery]

Estimated Play Time: [X hours]

The Hook

Inciting Incident: [What starts this module - the event that pulls players in]

Why Now: [The urgency factor - why this can’t wait]

Personal Stakes: [Why the PCs specifically care about this]

Module Structure

[START] → [LOCATION 1] → [LOCATION 2] → [CLIMAX] → [RESOLUTION]
 (hook)     (challenge)    (challenge)    (boss)     (aftermath)

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


2. Locations

Hub: [Where PCs operate from or return to]

Challenge Sites

#LocationWhat Happens HereKey Features
1[Location Name][Primary activity/challenge][Notable features]
2[Location Name][Primary activity/challenge][Notable features]
3[Location Name][Primary activity/challenge][Notable features]

3. Critical Path

Must Happen

  1. [Essential event or discovery]
  2. [Essential event or discovery]
  3. [Essential event or discovery]

Should Happen

  • [Important but flexible event]
  • [Important but flexible event]

Could Happen

  • [Bonus content or easter egg]
  • [Bonus content or easter egg]

4. Information Architecture

Essential Clues

ClueSource ASource BSource C
[What players learn][Where/how][Where/how][Where/how]
[What players learn][Where/how][Where/how][Where/how]

Bonus Information

InfoHow to Find It
[Interesting detail][Method/location]
[Interesting detail][Method/location]

5. Adventure Content

Part 1: [Scene Name]

Setup: [Context for this scene - what’s happening, why players are here]

Read Aloud: “[Evocative description of what players see, hear, and sense. Write in second person present tense. Include sensory details - sights, sounds, smells. Set the mood.]”

Features:

  • [Environmental detail or interactive element]
  • [Environmental detail or interactive element]
  • [Notable object or NPC present]

Encounter: entrance_fight

  • Tactics: [How enemies fight - their strategy and behavior]
  • Terrain: [Environmental factors affecting combat]
  • Complications: [What might go wrong or change mid-fight]

Outcomes:

  • Success: [What happens if players succeed]
  • Failure: [Consequences if players fail - should not end the adventure]
  • Transition: [How this leads to the next scene]

Part 2: [Scene Name]

Setup: [Context for this scene]

Read Aloud: “[Description for players]”

Features:

  • [Environmental details]
  • [Interactive elements]

Challenge: [Puzzle, social encounter, or exploration challenge]

  • Objective: [What players need to accomplish]
  • Approach Options: [Different ways to succeed]

Outcomes:

  • Success: [What happens]
  • Partial Success: [Alternative outcome]
  • Transition: [To next scene]

Part 3: [Climax Scene Name]

Setup: [Building to the climax]

Read Aloud: “[Dramatic description setting up the final challenge]”

Features:

  • [Key environmental features]
  • [Dramatic elements]

Encounter: boss_fight

  • Tactics: [Boss behavior and phases]
  • Legendary Actions: [If applicable]
  • Lair Effects: [Environmental dangers]

Outcomes:

  • Victory: [Rewards and consequences]
  • Defeat: [What happens - avoid TPK unless appropriate]
  • Resolution: [Wrapping up the module]

6. Puzzles & Challenges

[Puzzle Name]

Location: [Where this puzzle appears]

Setup: [What players see when they encounter the puzzle]

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

The Puzzle:

  • Objective: [What players need to accomplish]
  • Components: [Interactive elements]
  • Solution: [How to solve it]

Hints (Progressive):

  1. [Subtle hint - free or low DC]
  2. [Medium hint - moderate DC or cost]
  3. [Direct hint - if they’re really stuck]

Consequences:

  • Solved: [Reward or progression]
  • Failed Attempt: [What happens on wrong answer]
  • Brute Force: [Alternative solution if applicable]

7. DM Notes

Pacing

[Tips for managing time and momentum through the module. When to speed up, when to slow down, natural break points.]

Tone Calibration

[How to adjust the mood for different groups. What elements to emphasize or downplay.]

Scaling

  • Weaker Party: [Adjustments for struggling players - reduce HP, remove abilities, add NPC help]
  • Stronger Party: [Adjustments for experienced players - add enemies, buff abilities, add complications]

Common Pitfalls

[Things that might derail the module and how to get back on track]

  • [Pitfall]: [How to handle it]
  • [Pitfall]: [How to handle it]

8. Connections

From Previous Module

[What carries forward - plot threads, NPC relationships, consequences of prior choices]

To Next Module

[What this sets up - hooks planted, information revealed, new threats introduced]

Campaign Themes

[How this module reinforces the overarching campaign themes and narrative]


9. Post-Module Notes

What Happened

  • [Key decision point - which way did they go?]
  • [Key decision point - what choice did they make?]
  • [Important NPC interaction - how did it go?]
  • [Unexpected player action worth noting]

Continuity Notes

[Important facts for future modules - what players know, what they missed, relationships changed]

Player Feedback

[What worked well, what to adjust for future sessions]


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