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Mystery Module

The template’s metadata:

---
# Template metadata
id: module_mystery
title: Mystery Module
type: module_mystery
level: module
purpose: Investigation-focused adventure with clue trails, suspects, and revelations
author: Mimir Team
# Module-specific metadata
module_number: 1
theme: "[Theme]"
tone: "Mystery"
estimated_hours: 6
# Catalog references (machine-readable)
monsters:
# Mysteries often have fewer combat encounters
- encounter: confrontation
name: "[Culprit's Muscle]"
source: MM
quantity: 2
notes: "Guards or henchmen"
- encounter: final_showdown
name: "[Culprit or Creature]"
source: MM
quantity: 1
notes: "The real threat"
npcs:
# Mysteries are NPC-heavy - suspects, witnesses, victims
- role: victim
name: "[Victim Name]"
source: campaign
location: "[Crime Scene]"
notes: "What happened to them"
- role: suspect
name: "[Suspect 1]"
source: campaign
location: "[Their Territory]"
notes: "Motive: [Why they'd do it]"
- role: suspect
name: "[Suspect 2]"
source: campaign
location: "[Their Territory]"
notes: "Motive: [Why they'd do it]"
- role: suspect
name: "[Suspect 3]"
source: campaign
location: "[Their Territory]"
notes: "Motive: [Why they'd do it]"
- role: culprit
name: "[The Real Culprit]"
source: campaign
location: "[Their Territory]"
notes: "Secret: [How they did it]"
- role: informant
name: "[Key Witness]"
source: campaign
location: "[Location]"
notes: "Knows: [Crucial information]"
items:
- location: crime_scene
name: "[Evidence Item]"
source: campaign
quantity: 1
notes: "Key physical evidence"
- location: reward
name: "[Payment/Treasure]"
source: DMG
quantity: 1
notes: "For solving the case"
variables:
- name: mystery_name
type: string
description: Name of the mystery
default: "[Mystery Name]"
required: true
- name: module_number
type: number
description: Module number in campaign sequence
default: 1
required: true
---

Module {{module_number}}: {{mystery_name}}

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

Investigation-focused adventure


Pitch: [One sentence describing the mystery]

Central Mystery: [What question must be answered?]

The Truth: [What actually happened - DM only]

Red Herring: [The believable false lead]

Estimated Play Time: [X hours]

The Crime/Event: [What happened that draws players in]

Why Now: [Why this must be solved immediately]

Who Hired Them: [Who wants the truth and why]

[CRIME] → [INVESTIGATION] → [REVELATIONS] → [CONFRONTATION]
(hook) (suspects/clues) (truth emerges) (resolution)

What Happened: [The inciting incident]

When: [Timeline of events]

Where: [Location(s) involved]

Visible Evidence: [What’s immediately obvious]

Hidden Truth: [What’s actually going on]


Aspect Details
Name [Full name and title]
Role [Their place in community]
What Everyone Thinks [Common assumption about what happened]
The Real Story [What actually happened to them]
Aspect Details
Public Face [How they present themselves]
Motive [Why they’d commit the crime]
Opportunity [Could they have done it?]
Alibi [Their story for the time in question]
Secret [What they’re actually hiding - may not be the crime]
Clues They Provide [What investigating them reveals]
Aspect Details
Public Face [How they present themselves]
Motive [Why they’d commit the crime]
Opportunity [Could they have done it?]
Alibi [Their story]
Secret [What they’re hiding]
Clues They Provide [What investigating them reveals]
Aspect Details
Public Face [How they present themselves]
Motive [Why they’d commit the crime]
Opportunity [Could they have done it?]
Alibi [Their story]
Secret [What they’re hiding]
Clues They Provide [What investigating them reveals]
Aspect Details
Public Face [How they seem innocent]
True Motive [Why they really did it]
The Method [How they did it]
The Cover-Up [How they’re hiding their guilt]
Fatal Flaw [What will ultimately give them away]

Obvious Clues:

  • [Clue]: [What it suggests]
  • [Clue]: [What it suggests]

Hidden Clues: (require searching/skills)

  • [Clue]: Investigation DC [X]
  • [Clue]: Perception DC [X]

Access: [How PCs learn about it]

What They Find: [Clues and information available]

Guardian/Obstacle: [Who/what makes it difficult]

Discovery: [How it’s found - requires breakthrough]

Significance: [Why it matters to the case]

Danger: [What threatens PCs here]


Conclusion Source A Source B Source C
[What PCs must realize] [How to find it] [Alternative source] [Third source]
[What PCs must realize] [How to find it] [Alternative source] [Third source]
[What PCs must realize] [How to find it] [Alternative source] [Third source]

Layer 1: Surface Clues

  • Physical evidence at the scene
  • Witness accounts (may be unreliable)
  • Initial assumptions (often wrong)

Layer 2: Investigation Clues

  • Contradictions in stories
  • Hidden connections between suspects
  • Timeline inconsistencies

Layer 3: Breakthrough Clues

  • The key realization that solves everything
  • Hidden evidence the culprit concealed
  • The true motive revealed

Setup: [How players encounter the mystery - hired, witness, stumble upon it]

Read Aloud: “[Description of the crime scene or initial situation. Set the mood - something is clearly wrong. Engage multiple senses. Who’s present? What’s the emotional atmosphere?]”

Features:

  • [Key detail that players should notice]
  • [Environmental element that sets the tone]
  • [NPC reactions to the situation]

Initial Investigation:

  • What Perception/Investigation reveals at various DCs
  • Who can be questioned immediately
  • What official presence exists (guards, authorities)

Outcomes:

  • Thorough Search: Players find surface clues, enough to begin investigation
  • Quick Look: Miss some clues but can return later
  • Transition: Which suspects/locations become available

Setup: Players track down and question suspects

Read Aloud: “[Description of where this suspect is found and their initial demeanor]”

Roleplaying Notes:

  • How they speak (nervous? Arrogant? Helpful?)
  • Physical tells when lying
  • What makes them open up

Key Questions to Anticipate:

Question Their Response The Truth
[Likely question] [What they say] [Reality]
[Likely question] [What they say] [Reality]

Insight/Deception DCs:

  • DC [X] to notice [specific tell]
  • DC [X] to catch them in a lie about [topic]

Read Aloud: “[Description of where this suspect is found]”

Roleplaying Notes:

  • [How to portray them]

Key Information:

  • [What they know that’s useful]
  • [How to get them to share it]

Setup: Following clues to secondary locations, discovering contradictions

Read Aloud: “[Description of a key investigation location - perhaps the culprit’s secret meeting place, a hidden room, or evidence cache]”

Features:

  • [What makes this location significant]
  • [Hidden elements requiring skill checks]

Discoveries:

  • [Clue that eliminates a red herring]
  • [Clue that points toward the truth]
  • [Complication that raises stakes]

Outcomes:

  • Major Breakthrough: Players connect the dots
  • Partial Understanding: Some pieces fit, others don’t
  • Transition: The culprit becomes aware they’re being investigated

Setup: Players have enough evidence to confront the culprit

Read Aloud: “[Description of the confrontation location - dramatic and appropriate for the showdown]”

The Confrontation:

  • How the culprit reacts when accused
  • What evidence they try to deny
  • When they resort to violence (if applicable)

Encounter: final_showdown

  • Tactics: [How the culprit fights or tries to escape]
  • Environment: [Factors that affect the confrontation]
  • Complications: [Third parties, time pressure, hostages]

Resolution Options:

Outcome How It Happens Consequences
Justice Culprit captured and tried [What changes]
Escape Culprit flees [Sets up sequel]
Tragic Culprit dies or wins [Dark ending]
Twist Bigger conspiracy revealed [Leads to more]

If PCs Investigate Quickly:

  • Culprit gets nervous, makes mistakes
  • Additional evidence surfaces before it’s destroyed
  • Witnesses become more helpful

If PCs Investigate Slowly:

  • More crimes occur
  • Evidence disappears
  • Culprit grows bolder
  • Witnesses get threatened or killed

  • Let players theorize - don’t rush to the answer
  • Drop clues at a steady pace, accelerate near the end
  • If players are stuck, have a new incident occur
  • The “aha moment” should feel earned
  • Present information, don’t solve the puzzle for them
  • Reward creative questioning and approaches
  • Have NPCs react to player theories (some correctly, some not)
  • Use Investigation vs. Insight for different discoveries
  • Players fixate on wrong suspect: Have that suspect do something that proves innocence (while players watch)
  • Players are completely stuck: A new witness comes forward, or the culprit makes a mistake
  • Players guess too quickly: Add a layer - they’re right about who but wrong about why
  • Shorter Mystery: Reduce suspects to 2, compress timeline
  • Longer Mystery: Add more layers, false conclusions, rival investigators

[What plot threads or relationships carry forward]

[What this mystery reveals about larger plots, or new hooks discovered]

[How this mystery reinforces overarching campaign themes]


  • Who did players suspect first?
  • Which clues did they find/miss?
  • How did they confront the culprit?
  • What was the final resolution?

[Important facts for future modules - relationships changed, secrets learned]

[Which investigation techniques worked well? What to do differently?]


  • All suspects have believable motives
  • Red herring is compelling but disprovable
  • Each crucial clue can be found multiple ways
  • Timeline makes logical sense
  • Culprit’s plan has a fatal flaw
  • Players can solve without lucky guesses
  • Failure leads somewhere interesting (not dead end)

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