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Horror Module

The template’s metadata:

---
# Template metadata
id: module_horror
title: Horror Module
type: module_horror
level: module
purpose: Suspense and fear-based adventure with dread mechanics, corruption tracking, and safety considerations
author: Mimir Team
# Module-specific metadata
module_number: 1
theme: "[Theme]"
tone: "Horror"
estimated_hours: 8
# Catalog references (machine-readable)
monsters:
# Horror modules often have few but terrifying enemies
- encounter: first_glimpse
name: "[Lesser Manifestation]"
source: MM
quantity: 1
notes: "First sign of the horror - incomplete or shadowy"
- encounter: corruption_spread
name: "[Corrupted Creature/Person]"
source: MM
quantity: 3
notes: "What the horror makes of its victims"
- encounter: horror_entity
name: "[The Horror]"
source: MM
quantity: 1
notes: "The true threat - may be unkillable"
npcs:
# Horror modules need characters to lose
- role: harbinger
name: "[The Warning]"
source: campaign
location: "Found at the start"
notes: "Already touched by horror - warns PCs"
- role: skeptic
name: "[The Denier]"
source: campaign
location: "[Authority position]"
notes: "Refuses to believe until too late"
- role: victim
name: "[The Tragedy]"
source: campaign
location: "[Connected to PCs]"
notes: "Shows horror's power through loss"
- role: expert
name: "[The Knowledge]"
source: campaign
location: "[Hidden/difficult to find]"
notes: "Knows how to stop it - at terrible cost"
- role: innocent
name: "[The Stakes]"
source: campaign
location: "[Safe haven initially]"
notes: "Must be protected - gives PCs reason to stay"
items:
- location: discovery
name: "[Cursed Object]"
source: campaign
quantity: 1
notes: "Connected to the horror - dangerous but informative"
- location: expert_reward
name: "[Protection/Weapon]"
source: campaign
quantity: 1
notes: "The one thing that might work against it"
variables:
- name: horror_name
type: string
description: Name of the horror scenario
default: "[Horror Name]"
required: true
- name: module_number
type: number
description: Module number in campaign sequence
default: 1
required: true
---

Suspense and fear-based adventure


Pitch: [One sentence describing the horror scenario]

Core Fear: [What primal fear does this tap into - death, loss, corruption, helplessness, the unknown]

The Horror: [What’s actually happening - the supernatural truth]

The Hope: [Can it be stopped? What’s the cost?]

Estimated Play Time: [X hours - horror works best with sustained dread]

The First Sign: [What draws PCs into the situation]

Why They Stay: [What prevents them from just leaving]

Personal Stakes: [Connection to PCs - someone they care about, place they know]

[UNEASE] → [FEAR] → [TERROR] → [CONFRONTATION] → [RESOLUTION]
(wrong) (threat) (horror) (face it) (survive?)

[Horror builds through stages - rushing undermines dread]


What People Notice: [Initial strange events - easily dismissed]

Rational Explanations: [What skeptics claim - weather, animals, stress]

Growing Concerns: [Why explanations fail - pattern emerges]

The First Death: [When it becomes undeniably serious]

What’s Really Happening: [Core horror element - DM knowledge]

Why Now: [What triggered the horror - ritual, discovery, cycle]

Why Here: [Location significance - history, ley lines, victims]

The Rules: [How the horror operates - limitations and powers]


Aspect Details
Form [Physical description or terrifying formlessness]
Origin [Where it came from - ancient evil, created, summoned]
Motivation [What drives it - hunger, revenge, spreading, purpose]
Intelligence [Bestial, cunning, alien, or incomprehensible]

How It Hunts:

  • [Primary method - stalking, possession, luring]
  • [Secondary ability - environmental manipulation]
  • [Worst power - what makes it truly terrifying]

How It Hides:

  • [Camouflage - looks normal until it doesn’t]
  • [Misdirection - makes people doubt themselves]
  • [Puppets - uses victims to get close]

What Hurts It: [If anything - may only slow it]

What Stops It: [Temporary measures - light, symbols, barriers]

What Kills It: [If possible - the solution, if one exists]

The Cost: [What defeating it requires - sacrifice, corruption, loss]


Track how the location changes as the horror spreads:

Level State Effects
0 Normal Tense atmosphere, nothing visible
1 Unsettling Wrong details - shadows wrong way, colors muted
2 Corrupted Obvious supernatural - reality fraying
3 Nightmare Environment hostile - walls bleed, gravity shifts
4 Hellscape Horror’s domain - survival only

Corruption Advances When:

  • Horror claims a victim: +1
  • PCs fail to contain spread: +1
  • Significant time passes: +1
  • Horror achieves key goal: +2

Track individual character stress (0-10):

Stress Status Effects
0 Stable Normal function
1-3 Shaken Disadvantage on one type of check (player choice)
4-6 Frightened As shaken + 1 level exhaustion
7-9 Breaking Short-term madness effect (1d10 minutes)
10 Broken Long-term madness, permanent consequence

Gaining Stress:

  • Witness horror (not violence - wrongness): +1
  • Ally harmed or killed: +2
  • Direct encounter with entity: +2
  • Sanity-breaking revelation: +3
  • Failed save against fear: +1

Reducing Stress:

  • Complete rest in genuinely safe place: -1
  • Positive human connection: -1
  • Small victory against horror: -1
  • Achieving key understanding: -1

Initial State: [Secure, comforting, normal]

Resources Available: [Supplies, information, rest]

Shelter NPCs: [Who’s here - innocents to protect]

How Corruption Reaches: [When safety fails - corruption level trigger]

Final State: [What it becomes - last stand or lost forever]

Why PCs Must Go: [Essential clue or resource]

Active Dangers: [What threatens them here]

What They Learn: [Crucial information about the horror]

The Cost: [What this knowledge takes from them - stress, resources]

Description: [Where the horror originates or dwells]

Defenses: [What protects the horror - traps, corruption, guardians]

The Truth: [Final revelation found here]

Escape Difficulty: [Getting out may be harder than getting in]


Setup: PCs encounter the first signs that something is wrong

Read Aloud: “[Description of the initial setting - beautiful, familiar, normal. But describe one thing that’s slightly wrong. A smell that shouldn’t be there. Silence where there should be sound. A shadow that doesn’t match its source. Let the players notice it themselves if possible.]”

Features:

  • [Odd occurrence - easily dismissed]
  • [Unsettling detail - makes people uncomfortable]
  • [Minor threat - could be coincidence]
  • [First evidence - something is genuinely wrong]

NPC Encounters:

  • The Harbinger provides cryptic warning
  • The Skeptic dismisses concerns

Atmosphere Building:

  • NPCs nervous but in denial
  • Authorities have explanations
  • PCs feel watched but can’t prove it
  • Normal activities feel slightly off

Encounter: first_glimpse (optional - may just be suggestion)

  • Appearance: Glimpse only - gone when they look directly
  • Doubt: Did they really see it?
  • Effect: +1 Stress for witnesses

Outcomes:

  • Investigation Begun: PCs start looking for answers
  • Dismissed: They’ll be drawn back when things escalate
  • Transition: First victim draws them deeper

Setup: The horror becomes undeniable - normal explanations fail

Read Aloud: “[Description of escalation - what was wrong is now obviously supernatural. Describe the wrongness with all senses. The way light bends incorrectly. The temperature that doesn’t match the environment. The sound that comes from everywhere and nowhere. Reality is breaking.]”

Features:

  • [Clear supernatural event - no rational explanation]
  • [First victim found - horror becomes deadly real]
  • [Escape blocked - easy solution removed]
  • [Isolation begins - cut off from outside help]

NPC Developments:

  • The Victim is claimed or transformed
  • The Skeptic begins to break
  • The Expert becomes findable (or seeks them)

Atmosphere Shift:

  • NPCs openly frightened
  • Authorities helpless, missing, or corrupt
  • Safe spaces feel compromised
  • Sleep becomes difficult (stress accumulates)

Investigation:

Clue Type What They Learn Source
Historical Past incidents, pattern Archives, expert
Pattern How horror operates Observation, survivors
Weakness Possible vulnerability Expert, artifact
Truth Real cause/nature Heart of darkness

Encounter: corruption_spread

  • Tactics: Relentless, unnatural movement, no self-preservation
  • Terrain: Environment works against PCs
  • Horror: These were people - recognition possible

Outcomes:

  • Knowledge Gained: PCs understand more but cost paid
  • Losses Suffered: Allies harmed, resources depleted
  • Transition: The expert provides final direction

Setup: Full horror revealed - survival becomes primary concern

Read Aloud: “[Description of the horror in its full terrible form. This is the nightmare made manifest. Describe not just what it looks like but what it feels like to be in its presence. The wrongness that radiates from it. The way reality bends around it. The certainty that you are prey.]”

Features:

  • [Direct confrontation - face the nightmare]
  • [Worst fears realized - personalized horror]
  • [Allies tested - trust breaks under pressure]
  • [True scope revealed - it’s worse than they thought]

NPC Final States:

  • The Harbinger’s fate shows horror’s power
  • The Skeptic becomes believer (or victim)
  • The Expert provides final guidance (at cost)
  • The Innocent must be saved or sacrificed

Survival Mode:

  • Every resource is precious
  • Paranoia is justified
  • Reality is questionable
  • Sanity is strained

Hard Choices:

Choice Option A Option B
[Dilemma 1] Save NPC Preserve resource needed for victory
[Dilemma 2] Risk exposure to horror Stay trapped and wait
[Dilemma 3] Trust potential ally Go alone
[Dilemma 4] Face horror now Abandon goal and flee

Encounter: horror_entity

  • Phase 1: Horror toys with them - demonstrates power
  • Phase 2: Horror attacks in earnest - full abilities
  • Environment: Reality breaks - lair actions
  • Victory Condition: [What actually defeats it - if possible]

Resolution Paths:

Outcome Requirements Consequences
Complete Victory [Extreme sacrifice/cost] Horror destroyed, heavy casualties, PCs forever changed
Pyrrhic Victory [Significant cost] Horror stopped for now, location/people lost, will return
Survival [Escape only] Horror remains, others will suffer, PCs carry guilt
Failure [TPK or worse] Horror wins, seeds for rescue/revenge arc

Resource Starting State Depletion At Zero
Light Torches, lamps Used, broken, stolen Darkness empowers horror
Safe Spaces Haven secure Corruption spreads Nowhere to rest
Allies NPCs present Killed, turned, fled PCs alone
Sanity Stress at 0 Accumulates Characters break
Time [Deadline] [Event progression] [Catastrophe]

Opening: Normal scene with one wrong detail Development: Investigation with building unease Climax: Horror encounter or sanity-breaking revelation Denouement: Brief safety before next stage

  • Start subtle - let players scare themselves
  • Use environment before showing monsters
  • Make familiar things threatening
  • Describe absence (silence, cold, emptiness)
  • Focus on wrong details, not gore
  • Use all senses, especially smell
  • Leave gaps for imagination
  • Contrast beauty with horror
  • Break tension occasionally (relief makes horror worse)
  • Split the party carefully (terrifying but risky)
  • Remove expected resources (magic doesn’t work as expected)
  • Make dice rolls ominous (natural 1 on Perception…)
  • Use real-time pressure sparingly
  • Reward paranoia occasionally

Session Zero Requirements:

  • Establish lines and veils
  • Discuss phobias to avoid
  • Create safety signals (X-card, verbal check)
  • Agree on intensity level
  • Plan tone breaks

During Play:

  • Watch player (not character) reactions
  • Pause if anyone seems uncomfortable
  • Debrief after intense scenes
  • Separate player experience from character
  • End sessions in calmer moments when possible

After Sessions:

  • Check in with players
  • Adjust intensity as needed
  • Celebrate survival together
  • Lighter Horror: Reduce body count, add more comic relief, clear victory possible
  • Intense Horror: Higher stakes, fewer escapes, lasting consequences
  • Survival Horror: Resource scarcity, anyone can die, victory costs everything
  • Too much too fast: Horror needs slow build - rushing kills dread
  • Gore over atmosphere: Wrongness is scarier than violence
  • Invincible horror: Must have some path to victory or players disengage
  • Player discomfort: Check in regularly, respect limits
  • Hopelessness: Small victories maintain engagement

[What brought them to this horror - past actions, NPCs, locations]

[Trauma carried forward, knowledge gained, relationships changed]

[How this horror reflects larger campaign darkness]


  • What stage did horror reach?
  • Who survived? Who was lost?
  • What was sacrificed?
  • How was horror resolved (or not)?
Character Final Stress Lasting Effects
[PC 1] [0-10] [Any permanent consequences]
[PC 2] [0-10] [Any permanent consequences]

Final Corruption Level: [0-4]

Location Status: [Cleansed / Abandoned / Still dangerous]

[What players learned, what they carry, what haunts them]


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