Module Overview
The template’s metadata:
---# Template metadataid: module_overviewtitle: Module Overviewtype: module_overviewlevel: modulepurpose: Complete runnable adventure module with catalog references and playable contentauthor: Mimir Team
# Module-specific metadata# These fields are filled in when creating a module from this templatemodule_number: 1theme: "[Theme]"tone: "[Tone]"estimated_hours: 4
# Catalog references (machine-readable)# The system parses these arrays and syncs to database tables# Full stat blocks are generated in separate monsters.md, npcs.md, items.md files
monsters: # Group monsters by encounter tag for organization # - encounter: Tag name matching Adventure Content encounters # - name: Exact catalog name # - source: Source book abbreviation (MM, PHB, DMG, etc.) # - quantity: Number of creatures # - notes: Context for this encounter - encounter: entrance_fight name: "[Monster Name]" source: MM quantity: 2 notes: "Guards at the entrance" - encounter: boss_fight name: "[Boss Monster]" source: MM quantity: 1 notes: "Main antagonist"
npcs: # NPCs can reference catalog entries or campaign-specific characters # - role: quest_giver, ally, antagonist, informant, wild_card # - source: "campaign" for custom NPCs, or source book for catalog NPCs - role: quest_giver name: "[NPC Name]" source: campaign location: "[Location]" notes: "Provides the hook" - role: antagonist name: "[Antagonist Name]" source: campaign location: "[Location]" notes: "Primary opposition"
items: # Magic items and significant treasure # - location: Where found (matches encounter tags or location names) - location: boss_chamber name: "[Magic Item]" source: DMG quantity: 1 notes: "Primary reward" - location: hidden_cache name: Potion of Healing source: PHB quantity: 3 notes: "Optional discovery"
variables: - name: module_name type: string description: Name of the module default: "[Module Name]" required: true - name: module_number type: number description: Module number in campaign sequence default: 1 required: true---Module {{module_number}}: {{module_name}}
Section titled “Module {{module_number}}: {{module_name}}”1. Overview
Section titled “1. Overview”Pitch: [One sentence that captures the essence of this module]
Theme: [What this module is really about - the deeper meaning]
Tone: [Serious / Light / Dark / Adventure / Horror / Mystery]
Estimated Play Time: [X hours]
The Hook
Section titled “The Hook”Inciting Incident: [What starts this module - the event that pulls players in]
Why Now: [The urgency factor - why this can’t wait]
Personal Stakes: [Why the PCs specifically care about this]
Module Structure
Section titled “Module Structure”[START] → [LOCATION 1] → [LOCATION 2] → [CLIMAX] → [RESOLUTION] (hook) (challenge) (challenge) (boss) (aftermath)[Brief description of the structure - linear, branching, hub-and-spoke, etc.]
2. Locations
Section titled “2. Locations”Hub: [Where PCs operate from or return to]
Challenge Sites
Section titled “Challenge Sites”| # | Location | What Happens Here | Key Features |
|---|---|---|---|
| 1 | [Location Name] | [Primary activity/challenge] | [Notable features] |
| 2 | [Location Name] | [Primary activity/challenge] | [Notable features] |
| 3 | [Location Name] | [Primary activity/challenge] | [Notable features] |
3. Critical Path
Section titled “3. Critical Path”Must Happen
Section titled “Must Happen”- [Essential event or discovery]
- [Essential event or discovery]
- [Essential event or discovery]
Should Happen
Section titled “Should Happen”- [Important but flexible event]
- [Important but flexible event]
Could Happen
Section titled “Could Happen”- [Bonus content or easter egg]
- [Bonus content or easter egg]
4. Information Architecture
Section titled “4. Information Architecture”Essential Clues
Section titled “Essential Clues”| Clue | Source A | Source B | Source C |
|---|---|---|---|
| [What players learn] | [Where/how] | [Where/how] | [Where/how] |
| [What players learn] | [Where/how] | [Where/how] | [Where/how] |
Bonus Information
Section titled “Bonus Information”| Info | How to Find It |
|---|---|
| [Interesting detail] | [Method/location] |
| [Interesting detail] | [Method/location] |
5. Adventure Content
Section titled “5. Adventure Content”Part 1: [Scene Name]
Section titled “Part 1: [Scene Name]”Setup: [Context for this scene - what’s happening, why players are here]
Read Aloud: “[Evocative description of what players see, hear, and sense. Write in second person present tense. Include sensory details - sights, sounds, smells. Set the mood.]”
Features:
- [Environmental detail or interactive element]
- [Environmental detail or interactive element]
- [Notable object or NPC present]
Encounter: entrance_fight
- Tactics: [How enemies fight - their strategy and behavior]
- Terrain: [Environmental factors affecting combat]
- Complications: [What might go wrong or change mid-fight]
Outcomes:
- Success: [What happens if players succeed]
- Failure: [Consequences if players fail - should not end the adventure]
- Transition: [How this leads to the next scene]
Part 2: [Scene Name]
Section titled “Part 2: [Scene Name]”Setup: [Context for this scene]
Read Aloud: “[Description for players]”
Features:
- [Environmental details]
- [Interactive elements]
Challenge: [Puzzle, social encounter, or exploration challenge]
- Objective: [What players need to accomplish]
- Approach Options: [Different ways to succeed]
Outcomes:
- Success: [What happens]
- Partial Success: [Alternative outcome]
- Transition: [To next scene]
Part 3: [Climax Scene Name]
Section titled “Part 3: [Climax Scene Name]”Setup: [Building to the climax]
Read Aloud: “[Dramatic description setting up the final challenge]”
Features:
- [Key environmental features]
- [Dramatic elements]
Encounter: boss_fight
- Tactics: [Boss behavior and phases]
- Legendary Actions: [If applicable]
- Lair Effects: [Environmental dangers]
Outcomes:
- Victory: [Rewards and consequences]
- Defeat: [What happens - avoid TPK unless appropriate]
- Resolution: [Wrapping up the module]
6. Puzzles & Challenges
Section titled “6. Puzzles & Challenges”[Puzzle Name]
Section titled “[Puzzle Name]”Location: [Where this puzzle appears]
Setup: [What players see when they encounter the puzzle]
Read Aloud: “[Description of the puzzle environment]”
The Puzzle:
- Objective: [What players need to accomplish]
- Components: [Interactive elements]
- Solution: [How to solve it]
Hints (Progressive):
- [Subtle hint - free or low DC]
- [Medium hint - moderate DC or cost]
- [Direct hint - if they’re really stuck]
Consequences:
- Solved: [Reward or progression]
- Failed Attempt: [What happens on wrong answer]
- Brute Force: [Alternative solution if applicable]
7. DM Notes
Section titled “7. DM Notes”Pacing
Section titled “Pacing”[Tips for managing time and momentum through the module. When to speed up, when to slow down, natural break points.]
Tone Calibration
Section titled “Tone Calibration”[How to adjust the mood for different groups. What elements to emphasize or downplay.]
Scaling
Section titled “Scaling”- Weaker Party: [Adjustments for struggling players - reduce HP, remove abilities, add NPC help]
- Stronger Party: [Adjustments for experienced players - add enemies, buff abilities, add complications]
Common Pitfalls
Section titled “Common Pitfalls”[Things that might derail the module and how to get back on track]
- [Pitfall]: [How to handle it]
- [Pitfall]: [How to handle it]
8. Connections
Section titled “8. Connections”From Previous Module
Section titled “From Previous Module”[What carries forward - plot threads, NPC relationships, consequences of prior choices]
To Next Module
Section titled “To Next Module”[What this sets up - hooks planted, information revealed, new threats introduced]
Campaign Themes
Section titled “Campaign Themes”[How this module reinforces the overarching campaign themes and narrative]
9. Post-Module Notes
Section titled “9. Post-Module Notes”What Happened
Section titled “What Happened”- [Key decision point - which way did they go?]
- [Key decision point - what choice did they make?]
- [Important NPC interaction - how did it go?]
- [Unexpected player action worth noting]
Continuity Notes
Section titled “Continuity Notes”[Important facts for future modules - what players know, what they missed, relationships changed]
Player Feedback
Section titled “Player Feedback”[What worked well, what to adjust for future sessions]
Status: [Planning / Ready / Active / Complete] Started: [Date] Completed: [Date]