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
| # | Location | What Happens Here | Key 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
- [Essential event or discovery]
- [Essential event or discovery]
- [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
| Clue | Source A | Source B | Source C |
|---|---|---|---|
| [What players learn] | [Where/how] | [Where/how] | [Where/how] |
| [What players learn] | [Where/how] | [Where/how] | [Where/how] |
Bonus Information
| Info | How 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):
- [Subtle hint - free or low DC]
- [Medium hint - moderate DC or cost]
- [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]