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 Type | Who | Strength |
|---|---|---|
| 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]
| Aspect | Details |
|---|---|
| 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]
| Aspect | Details |
|---|---|
| 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]
| Aspect | Details |
|---|---|
| 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):
| Faction | Starting | Current | Recent Action |
|---|---|---|---|
| [Faction 1] | 0 | ___ | [What changed it] |
| [Faction 2] | 0 | ___ | [What changed it] |
| [Faction 3] | 0 | ___ | [What changed it] |
Reputation Effects
| Standing | Status | Effects |
|---|---|---|
| -5 to -3 | Enemies | Assassination risk, active opposition |
| -2 to -1 | Distrusted | Watched, excluded from inner circle |
| 0 | Neutral | Unknown or cautiously regarded |
| +1 to +2 | Useful Ally | Access to resources, minor missions |
| +3 to +5 | Trusted Insider | Major 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:
| Option | Faction Reaction | Consequences |
|---|---|---|
| Accept Faction 1 | F1 +2, F2 -1 | [What happens] |
| Accept Faction 2 | F2 +2, F1 -1 | [What happens] |
| Play neutral | All 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:
| Opportunity | Skill Check | Success | Failure |
|---|---|---|---|
| [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:
| Path | Requirements | PC Role | Outcome |
|---|---|---|---|
| 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
| Secret | About | Impact | How 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
| Action | Effect | Risk |
|---|---|---|
| Blackmail | Force cooperation | Target becomes enemy |
| Expose publicly | Destroy reputation | All-out war |
| Trade to rival | Gain favor elsewhere | Original holder’s revenge |
| Protect secret | Earn loyalty | Miss 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
| Faction | Final Standing | Relationship |
|---|---|---|
| [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]