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Module Overview

The template’s metadata:

---
# Template metadata
id: module_overview
title: Module Overview
type: module_overview
level: module
purpose: Complete runnable adventure module with catalog references and playable content
author: Mimir Team
# Module-specific metadata
# These fields are filled in when creating a module from this template
module_number: 1
theme: "[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
---

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]

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]

[START] → [LOCATION 1] → [LOCATION 2] → [CLIMAX] → [RESOLUTION]
(hook) (challenge) (challenge) (boss) (aftermath)

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


Hub: [Where PCs operate from or return to]

# 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]

  1. [Essential event or discovery]
  2. [Essential event or discovery]
  3. [Essential event or discovery]
  • [Important but flexible event]
  • [Important but flexible event]
  • [Bonus content or easter egg]
  • [Bonus content or easter egg]

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]
Info How to Find It
[Interesting detail] [Method/location]
[Interesting detail] [Method/location]

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]

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]

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]

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):

  1. [Subtle hint - free or low DC]
  2. [Medium hint - moderate DC or cost]
  3. [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]

[Tips for managing time and momentum through the module. When to speed up, when to slow down, natural break points.]

[How to adjust the mood for different groups. What elements to emphasize or downplay.]

  • 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]

[Things that might derail the module and how to get back on track]

  • [Pitfall]: [How to handle it]
  • [Pitfall]: [How to handle it]

[What carries forward - plot threads, NPC relationships, consequences of prior choices]

[What this sets up - hooks planted, information revealed, new threats introduced]

[How this module reinforces the overarching campaign themes and narrative]


  • [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]

[Important facts for future modules - what players know, what they missed, relationships changed]

[What worked well, what to adjust for future sessions]


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