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Template metadata

id: module_political title: Political Module type: module_political level: module purpose: Social maneuvering adventure with factions, intrigue, and reputation tracking author: Mimir Team

Module-specific metadata

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

Catalog references (machine-readable)

monsters:

Political modules may have minimal combat

  • encounter: assassination_attempt name: Assassin source: MM quantity: 2 notes: “If things turn violent”
  • encounter: faction_enforcers name: “[Faction Muscle]” source: MM quantity: 4 notes: “Faction’s armed supporters”
  • encounter: coup_forces name: “[Military Unit]” source: MM quantity: 6 notes: “If civil conflict erupts”

npcs:

Political modules are extremely NPC-heavy

  • role: faction_leader name: “[Faction 1 Leader]” source: campaign location: “[Their power base]” notes: “Goal: [What they want]”
  • role: faction_leader name: “[Faction 2 Leader]” source: campaign location: “[Their power base]” notes: “Goal: [What they want]”
  • role: faction_leader name: “[Faction 3 Leader]” source: campaign location: “[Their power base]” notes: “Goal: [What they want]”
  • role: power_broker name: “[The Kingmaker]” source: campaign location: “Neutral ground” notes: “Everyone wants their support”
  • role: wild_card name: “[The Unpredictable One]” source: campaign location: “Various” notes: “Shifts loyalty for advantage”
  • role: idealist name: “[The True Believer]” source: campaign location: “[Their cause’s base]” notes: “Won’t compromise principles”

items:

  • location: reward name: “[Political Favor/Title]” source: campaign quantity: 1 notes: “Power is the reward”
  • location: secret_document name: “[Damaging Evidence]” source: campaign quantity: 1 notes: “Leverage over a faction”

variables:

  • name: conflict_name type: string description: Name of the political conflict default: “[Conflict Name]” required: true
  • name: module_number type: number description: Module number in campaign sequence default: 1 required: true

Module {{module_number}}: {{conflict_name}}

Social maneuvering and faction-based adventure


1. Overview

Pitch: [One sentence describing the political conflict]

Central Conflict: [What power struggle is happening]

The Prize: [What everyone wants - throne, treaty, position, etc.]

The Deadline: [When decision must be made - coronation, vote, festival]

Estimated Play Time: [X hours - highly variable based on player choices]

The Hook

Why PCs Are Involved: [Hired, caught up, personal stake]

What They’re Asked To Do: [Initial mission or role]

Hidden Agendas: [What they don’t know yet]

Module Structure

[ENTERING THE GAME] → [MANEUVERING] → [CRISIS] → [RESOLUTION]
    (factions meet)      (missions)     (betrayals)  (new order)

2. The Political Landscape

The Situation

Current State: [Who has power now]

The Crisis: [What destabilized the status quo]

The Opportunity: [Why change is suddenly possible]

The Deadline: [When a decision will be forced]

Power Centers

Power TypeWhoStrength
Legitimate Authority[Who should rule by law/tradition][Strong/Weak]
Actual Power[Who really controls things][Strong/Weak]
Rising Power[Who wants to take over][Growing]
Shadow Power[Who manipulates from behind][Hidden]

3. Major Factions

Faction 1: [Name]

AspectDetails
Leader[Name and title]
Public Goal[What they claim to want]
Secret Goal[What they really want]
Resources[Money, troops, influence, magic]
Weakness[Exploitable flaw]
Key Members[Important supporters]

What They Offer PCs:

  • [Reward or position]
  • [Access or information]
  • [Protection or resources]

What They Want From PCs:

  • [Service or task]
  • [Information or access]
  • [Elimination of rival]

Faction 2: [Name]

AspectDetails
Leader[Name and title]
Public Goal[What they claim to want]
Secret Goal[What they really want]
Resources[Money, troops, influence, magic]
Weakness[Exploitable flaw]
Key Members[Important supporters]

What They Offer PCs:

  • [Reward or position]
  • [Access or information]
  • [Protection or resources]

What They Want From PCs:

  • [Service or task]
  • [Information or access]
  • [Elimination of rival]

Faction 3: [Name]

AspectDetails
Leader[Name and title]
Public Goal[What they claim to want]
Secret Goal[What they really want]
Resources[Money, troops, influence, magic]
Weakness[Exploitable flaw]
Key Members[Important supporters]

What They Offer PCs:

  • [Reward or position]
  • [Access or information]
  • [Protection or resources]

What They Want From PCs:

  • [Service or task]
  • [Information or access]
  • [Elimination of rival]

4. Key NPCs

The Power Broker: [Name]

Role: [Position that makes them influential]

Appears: [How they present publicly]

Actually: [Their true nature and agenda]

Pressure Points: [How to influence them]

Value: [Why factions court them]

The Wild Card: [Name]

Role: [Their official position]

Loyalty: [Shifts based on advantage]

Price: [What buys their support]

Danger: [What makes them unpredictable]

The Idealist: [Name]

Role: [Their position and cause]

Believes: [Their unshakeable principles]

Blind Spot: [What they can’t see]

Breaking Point: [What would change them]


5. Reputation Tracking

Faction Standing

Track PC reputation with each faction (-5 to +5):

FactionStartingCurrentRecent Action
[Faction 1]0___[What changed it]
[Faction 2]0___[What changed it]
[Faction 3]0___[What changed it]

Reputation Effects

StandingStatusEffects
-5 to -3EnemiesAssassination risk, active opposition
-2 to -1DistrustedWatched, excluded from inner circle
0NeutralUnknown or cautiously regarded
+1 to +2Useful AllyAccess to resources, minor missions
+3 to +5Trusted InsiderMajor missions, secret information

Changing Standing

Gain Standing:

  • Complete faction mission: +1
  • Embarrass their rivals: +1
  • Provide valuable intelligence: +1
  • Public victory for faction: +2
  • Save leader’s life: +3

Lose Standing:

  • Fail a mission: -1
  • Work for rivals openly: -2
  • Betray their trust: -3 to -5

6. Adventure Content

Part 1: Entering the Game

Setup: The PCs become involved in the political conflict

Read Aloud: “[Description of their entry into the political arena - a grand event, a secret meeting, being approached by a faction. The atmosphere of power and danger. The sense that words here are as deadly as swords.]”

The Introduction:

  • Which faction approaches them first
  • What they’re asked to do
  • What they’re offered in return

Initial Choices:

OptionFaction ReactionConsequences
Accept Faction 1F1 +2, F2 -1[What happens]
Accept Faction 2F2 +2, F1 -1[What happens]
Play neutralAll 0[What happens]

Outcomes:

  • Commit to a faction: Clear path, clear enemies
  • Stay neutral: Both court them, neither trusts them
  • Transition: First faction mission or event

Part 2: Social Battleground Events

Event 1: [The Grand Ball / Council Meeting / Festival]

Setup: A major social event where all factions gather

Read Aloud: “[Description of the event - the grandeur, the tension beneath the surface, the key players present. Every smile hides a knife.]”

Present Factions:

  • [Faction 1 attendees and their goals for the evening]
  • [Faction 2 attendees and their goals]
  • [Faction 3 attendees and their goals]

Opportunities:

OpportunitySkill CheckSuccessFailure
[Gather intelligence]Investigation DC 14[Info gained][Noticed]
[Win over neutral]Persuasion DC 15[Ally gained][Offended]
[Embarrass rival]Deception DC 16[Standing shift][Backfires]

Complications:

  • [What could go wrong at this event]
  • [Secret meeting that might be discovered]
  • [Assassination attempt or confrontation]

Event 2: [The Secret Meeting / Conspiracy]

Setup: A clandestine gathering with high stakes

Read Aloud: “[Description of the secret location - the shadows, the whispered words, the paranoia. Everyone here has something to hide.]”

What’s Being Planned:

  • [The conspiracy or deal being made]
  • [Who’s involved]
  • [What they want PCs to do]

Moral Choice:

  • [Ethical dilemma presented]
  • [What each choice costs]

Event 3: [The Public Crisis / Assassination / Revelation]

Setup: A dramatic event that forces action

Read Aloud: “[Description of the crisis - chaos erupts, masks fall, true allegiances revealed. The moment everything changes.]”

What Happens:

  • [The triggering incident]
  • [Immediate reactions from each faction]
  • [How PCs can influence the outcome]

Encounter: assassination_attempt (if violence occurs)

Consequences:

  • [How the political landscape shifts]
  • [New opportunities created]
  • [New dangers emerging]

Part 3: The Crisis Point

Setup: All maneuvering comes to a head

Read Aloud: “[Description of the moment when decision can no longer be delayed. The factions are at each other’s throats. The PCs’ choices will determine the outcome.]”

The Situation:

  • [Current state of each faction]
  • [What each faction needs to win]
  • [What role PCs can play]

Resolution Paths:

PathRequirementsPC RoleOutcome
Faction 1 Victory[What it takes][What PCs do][What changes]
Faction 2 Victory[What it takes][What PCs do][What changes]
Faction 3 Victory[What it takes][What PCs do][What changes]
Compromise[Balance achieved][Negotiators][Uneasy peace]
Chaos[All fail][Survivors][Power vacuum]

7. Information Warfare

Secrets to Discover

SecretAboutImpactHow to Find
[Damaging info][Faction 1][Leverage/destruction][Method]
[Hidden scandal][Leader X][Leverage][Method]
[True conspiracy][Hidden faction][Major revelation][Method]
[Planned betrayal][Alliance][Prevent/exploit][Method]

Using Information

ActionEffectRisk
BlackmailForce cooperationTarget becomes enemy
Expose publiclyDestroy reputationAll-out war
Trade to rivalGain favor elsewhereOriginal holder’s revenge
Protect secretEarn loyaltyMiss opportunity

8. DM Notes

Pacing

  • Let factions approach PCs, don’t force choices
  • Build tension through escalating events
  • Reveal secrets gradually
  • Climax should feel earned by player choices

Running Social Combat

  • Track NPC attitudes like HP
  • Social “damage” shifts attitudes
  • Recovery possible through effort
  • Some NPCs immune to certain approaches

Common Pitfalls

  • Analysis paralysis: Factions act without PCs, forcing response
  • Murder-hobos: Violence has severe political consequences
  • Indecision: Deadline forces choice regardless
  • Lost in complexity: Focus on faction leaders, not all members

Scaling

  • Simpler: Reduce to 2 factions, clearer goals
  • Complex: Add subfactions, hidden agendas within factions

9. Connections

From Previous Module

[What connections or debts brought them into this political arena]

To Next Module

[How the new political order creates new adventures]

Campaign Themes

[How political maneuvering reflects larger campaign themes]


10. Post-Module Notes

What Happened

  • Which faction did they support?
  • What secrets did they learn/expose?
  • What enemies did they make?
  • Who now rules?

Reputation Final State

FactionFinal StandingRelationship
[Faction 1][+/- X][Ally/Enemy/Neutral]
[Faction 2][+/- X][Ally/Enemy/Neutral]
[Faction 3][+/- X][Ally/Enemy/Neutral]

New Political Reality

[What the world looks like now]


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