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Dungeon Module

The template’s metadata:

---
# Template metadata
id: module_dungeon
title: Dungeon Module
type: module_dungeon
level: module
purpose: Exploration and combat-focused adventure with room-by-room content
author: Mimir Team
# Module-specific metadata
module_number: 1
theme: "[Theme]"
tone: "Adventure"
estimated_hours: 8
# Catalog references (machine-readable)
monsters:
# Dungeon modules are combat-heavy - organize by area/encounter
- encounter: entrance_guards
name: "[Guardian Type]"
source: MM
quantity: 2
notes: "First line of defense"
- encounter: patrol
name: "[Patrol Creature]"
source: MM
quantity: 4
notes: "Roaming encounters"
- encounter: miniboss
name: "[Mini-boss]"
source: MM
quantity: 1
notes: "Guards key area"
- encounter: boss_fight
name: "[Boss Monster]"
source: MM
quantity: 1
notes: "Final guardian"
- encounter: boss_fight
name: "[Minion Type]"
source: MM
quantity: 3
notes: "Boss support"
npcs:
# Dungeons typically have fewer NPCs
- role: prisoner
name: "[Captive]"
source: campaign
location: "Cells/Prison Area"
notes: "Can provide information or need rescue"
- role: informant
name: "[Survivor/Ghost]"
source: campaign
location: "Hidden area"
notes: "Knows dungeon secrets"
items:
# Treasure distribution through the dungeon
- location: hidden_cache
name: "[Minor Magic Item]"
source: DMG
quantity: 1
notes: "Reward for exploration"
- location: miniboss_treasure
name: "[Medium Magic Item]"
source: DMG
quantity: 1
notes: "Mini-boss reward"
- location: boss_hoard
name: "[Major Magic Item]"
source: DMG
quantity: 1
notes: "Primary treasure"
- location: boss_hoard
name: "[Gold/Gems]"
source: DMG
quantity: 1
notes: "Monetary treasure"
variables:
- name: dungeon_name
type: string
description: Name of the dungeon
default: "[Dungeon Name]"
required: true
- name: module_number
type: number
description: Module number in campaign sequence
default: 1
required: true
---

Module {{module_number}}: {{dungeon_name}}

Section titled “Module {{module_number}}: {{dungeon_name}}”

Exploration and combat adventure


Pitch: [One sentence describing the dungeon adventure]

Dungeon Name: [What locals call this place]

Core Question: [What mystery does the dungeon hold?]

Threat Level: [Low / Medium / High / Extreme]

Estimated Play Time: [X hours]

How PCs Learn About It: [Rumor, treasure map, plea for help, etc.]

What They’re Told: [The public story about this place]

The Real Danger: [What they don’t know]

Time Pressure: [Why go now? What happens if they wait?]

[ENTRANCE] → [LEVEL 1] → [LEVEL 2] → [BOSS CHAMBER]
(guards) (explore) (challenges) (climax)

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


Original Purpose: [Why was it built?]

The Catastrophe: [What went wrong?]

Current State: [What is it now?]

Local Knowledge: [What people think they know]

Visual Theme: [Architecture style, decay state]

Mood: [Oppressive, mysterious, ancient, corrupted]

Unique Features: [What makes this dungeon special]

Environmental Challenges: [Light, air, temperature, water]


Primary Inhabitants: [Who lives here now - their goal]

Secondary Group: [Rivals, prisoners, or opportunists]

Ancient Guardians: [What still protects the original purpose]

Wild Cards: [Neutral parties players might ally with or fight]


Theme: [First impression]

Difficulty: Easy-Medium

Key Rooms: 5-8

# Room Name Contents Exits
1 [Entrance] [What’s here] [Where it leads]
2 [Room Name] [What’s here] [Where it leads]
3 [Room Name] [What’s here] [Where it leads]

Theme: [How it changes from Level 1]

Difficulty: Medium-Hard

Key Rooms: 6-10

# Room Name Contents Exits
1 [Room Name] [What’s here] [Where it leads]
2 [Room Name] [What’s here] [Where it leads]

Theme: [Core dungeon purpose revealed]

Difficulty: Hard-Deadly

Key Rooms: 4-6

# Room Name Contents Exits
1 [Antechamber] [What’s here] [Where it leads]
2 [Boss Chamber] [What’s here] [Escape routes]

Location Treasure Value Notes
[Room #] [Item/coins] [GP value] [How hidden]
[Room #] [Item/coins] [GP value] [How hidden]
[Boss Chamber] [Major items] [GP value] [Primary reward]
  • Minor Items: [Consumables, common items - locations]
  • Uncommon Items: [+1 weapons, useful items - locations]
  • Major Item: [Signature piece - boss reward]

Setup: [How players arrive at the dungeon]

Read Aloud: “[Description of the dungeon exterior - the entrance looms before them. What do they see? What sounds or smells? What hints at the danger within?]”

Features:

  • [Visible defenses or warnings]
  • [Environmental details that set the mood]
  • [Signs of previous adventurers]

Encounter: entrance_guards

  • Tactics: [How the guards defend the entrance]
  • Terrain: [Cover, elevation, hazards]
  • Alert: [What happens if guards sound alarm]

Outcomes:

  • Stealth Entry: Guards bypassed, interior unaware
  • Quick Victory: Guards defeated before alarm
  • Alarm Raised: Dungeon inhabitants prepare
  • Transition: Into the dungeon proper

Purpose: [Original and current function]

Read Aloud: “[Description of what players see when they enter - architecture, lighting, occupants, notable features]”

Features:

  • [Interactive element or searchable area]
  • [Environmental hazard or benefit]
  • [Clue to dungeon’s history or layout]

Encounter/Challenge: [Combat, trap, puzzle, or empty]

  • [Details appropriate to the challenge type]

Treasure: [If any - reference items from front matter]

Exits: [Where doors/passages lead, any locked or hidden]


Purpose: [Central junction with multiple paths]

Read Aloud: “[Description emphasizing the choices players have]”

Features:

  • [Each exit has distinctive hints about what lies beyond]
  • [Possible rest spot if secured]

Branching Paths:

Exit Hints Leads To
North [What players notice] [Destination]
East [What players notice] [Destination]
Down [What players notice] [Destination]

Setup: [This guardian protects something valuable or blocks progress]

Read Aloud: “[Description of the mini-boss’s lair - show their power through the environment]”

Features:

  • [Tactical terrain elements]
  • [Environmental hazards or benefits]
  • [Evidence of the mini-boss’s nature]

Encounter: miniboss

  • Tactics: [How the mini-boss fights - phases, abilities]
  • Terrain: [How the room affects combat]
  • Retreat: [When/if the mini-boss flees]

Treasure: [Mini-boss reward - reference items from front matter]

Outcomes:

  • Victory: [What they gain access to]
  • Defeat: [Consequences - capture? Death? Escape?]
  • Transition: [Path to deeper levels or boss]

Setup: [The climax of the dungeon - what the boss guards]

Read Aloud: “[Dramatic description of the final chamber - this should feel climactic. The architecture, the boss, any minions, the treasure they protect]”

Features:

  • [Lair features that affect combat]
  • [The prize that makes this worthwhile]
  • [Escape routes if things go badly]

Encounter: boss_fight

  • Phase 1: [Initial tactics and abilities]
  • Phase 2: [When bloodied - what changes]
  • Legendary Actions: [If applicable]
  • Lair Actions: [Environmental effects each round]
  • Minions: [Support creatures and their role]

Victory:

  • [How the boss can be defeated]
  • [What happens when they fall]
  • [Access to treasure hoard]

Defeat:

  • [What happens if party falls]
  • [Escape or rescue possibilities]

Location: [Room #]

Trigger: [What sets it off]

Effect: [Damage and effects]

Detection: Perception DC [X]

Disarm: [Thieves’ tools DC X, or alternative methods]

Clues: [What hints at its presence]

Location: [Room #]

Presentation: [What players see]

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

Solution: [How to solve it]

Hints:

  1. [Subtle hint - DC 15 Investigation]
  2. [Medium hint - found elsewhere in dungeon]
  3. [Direct hint - if stuck, NPC or inscription]

Reward: [What solving grants - access, treasure, shortcut]

Failure: [Consequences of wrong answer - damage, alarm, reset]


Roll every 30 minutes of in-game exploration:

Roll Encounter
1-3 No encounter
4-5 Evidence of creatures (tracks, sounds, smells)
6-7 [Common inhabitant - patrol]
8-9 [Uncommon inhabitant - hunting]
10 [Environmental hazard - ceiling collapse, gas pocket]
11 [Hostile patrol - searching for intruders]
12 [Special encounter - prisoner, rival adventurers, unique creature]

  • First level should move quickly, establish danger
  • Middle levels allow for exploration and discovery
  • Build tension as they approach the boss
  • Boss fight should feel like a true climax
  • Track light sources, rations, spell slots
  • Short rests only in secured areas
  • Long rests extremely difficult in hostile dungeon
  • Tension from dwindling resources
  • Party retreats to rest: Dungeon resets partially, enemies fortify
  • Party gets lost: Use sound, air flow, tracks as navigation aids
  • TPK imminent: Capture scenario, rescue mission follows
  • Easier: Reduce enemy numbers, lower HP, add helpful NPC
  • Harder: Add enemies, use tactics, enforce resource scarcity

[What leads them here - map found, NPC request, rumor followed]

[What they discover - hooks, items, information leading forward]

[How this dungeon reinforces larger narrative themes]


  • Which path did they take through the dungeon?
  • Did they find the secret areas?
  • How did the boss fight go?
  • What treasure did they claim?

[Enemies escaped, allies made, secrets learned]

[Cleared? Partially explored? New inhabitants moving in?]


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