Keyboard shortcuts

Press or to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

Your First Module

This tutorial walks you through creating an adventure module in Mimir. By the end, you’ll have a module with maps, monsters, and tokens ready for play.

Time to complete: 15-20 minutes

What you’ll learn:

  • Create a module within your campaign
  • Upload and configure maps
  • Add monsters from the D&D 5e catalog
  • Place tokens on maps with the Token Setup tool
  • Add light sources for dynamic lighting

Prerequisites

  • A campaign created (Tutorial 1)
  • A map image (PNG, JPG, or UVTT file)

What is a Module?

In Mimir, a module is a self-contained adventure within your campaign. Think of it as a chapter or episode - “The Goblin Hideout”, “Dragon’s Lair”, or “The Haunted Manor”. Each module has its own:

  • Maps and encounters
  • Monsters and traps
  • NPCs
  • Session notes and documents

This separation lets you prepare adventures independently and reuse them across campaigns.

Step 1: Navigate to the Modules Tab

  1. Open your campaign from the Campaign Selector
  2. Click the Modules tab in the dashboard

You’ll see the module sidebar (left) and the main panel (right).

Modules Tab

Step 2: Create a Module

  1. Click the + button in the Modules section
  2. In the Create Module dialog:
    • Module Name - Enter a descriptive name (e.g., “The Lost Mine - Cragmaw Hideout”)
    • Module Type - Select the type (Standard Adventure, Mystery, Dungeon Crawl, Heist, Horror, Political Intrigue)
    • Description (optional) - Add notes about the module
  3. Click Create

Your new module appears in the modules list.

Step 3: Explore the Module Dashboard

The modules table shows each module with action buttons:

  • Play - Enter Play Mode for this module (enabled when module is ready or active)
  • Open - Open the module board for prep
  • PDF - Export maps and materials to PDF

Step 4: Upload a Map

  1. In the Maps section, click the + button

  2. Choose your map file:

    • Image files (PNG, JPG, WebP) - Standard map images
    • UVTT files - Universal VTT format with embedded grid data
  3. Configure the map settings:

    • Name - Display name for the map
    • Grid Size - Pixels per grid square (typically 70-140)
    • Grid Offset - Adjust if the grid doesn’t align with the image
  4. Click Upload

Tip: UVTT files from tools like Dungeondraft include grid configuration automatically, saving setup time.

Step 5: Open Token Setup

The Token Setup modal is where you add monsters, place tokens, and configure your map.

  1. Click a map card in the Maps section
  2. The Token Setup modal opens showing:
    • Token Palette (left) - Token types and monster search
    • Map Canvas (center) - The map with grid overlay
    • Token Inventory (right) - Placed tokens and light sources

Token Setup Modal

Token Palette Sections

The palette contains several sections:

  • Monster - Search and add monsters from the D&D 5e catalog
  • NPC - Add NPC tokens
  • Trap - Add traps and hazards
  • Object - Add generic object tokens
  • Light Sources - Torch, Lantern, Candle

Step 6: Add Monsters

  1. In the Token Palette, click Monster
  2. Search for a monster by name (e.g., “Goblin”, “Wolf”, “Bugbear”)
  3. Select a monster from the search results
  4. Configure token options (size, color, visibility)
  5. Click on the map to place the monster token

Repeat to add more monsters. Each placed monster appears in the Token Inventory on the right.

Token Options

When you select a token type from the palette, you can configure:

  • Size - Tiny, Small, Medium, Large, Huge, Gargantuan
  • Color - Token border color for identification
  • Visible to Players - Toggle whether players can see this token

Managing Placed Tokens

Placed tokens appear in the Token Inventory (right panel):

  • Click a token to select it on the map
  • Drag tokens to reposition them
  • Right-click for a context menu with options
  • Click the × to delete a token

Step 7: Add Light Sources

For dynamic lighting and fog of war:

  1. In the Token Palette, find the Light Sources section

  2. Click a light type:

    • Torch - 20 ft bright / 40 ft dim
    • Lantern - 30 ft bright / 60 ft dim
    • Candle - 5 ft bright / 10 ft dim
  3. Click on the map to place the light source

Managing Light Sources

Light sources appear in the Token Inventory under “Light Sources”:

  • Lit/Unlit button - Toggle whether the light is active
  • Light sources affect fog of war in Play Mode
  • Delete with the × button

Step 8: Configure the Grid (Image Files Only)

Note: Skip this step if you uploaded a UVTT file - the grid is configured automatically.

If your map’s grid doesn’t align correctly:

  1. Click the Grid button in the canvas controls

  2. Adjust settings:

    • Grid Size - Pixels per square
    • X Offset - Horizontal shift
    • Y Offset - Vertical shift
  3. Click Save to apply

The grid overlay shows your adjustments in real-time.

Step 9: Save and Close

Token placements save automatically. Click × or press Escape to close the Token Setup modal.

Your module is now ready for play!

What’s Next?

Your module is prepared with maps, monsters, and tokens. Continue to:

  1. Run your first session - Use Play Mode to run an encounter
  2. Add more content - Upload additional maps, add NPCs, create documents
  3. Prepare multiple modules - Create the next chapter of your adventure

Quick Reference

ActionHow To
Create moduleModules tab → + button
Upload mapMaps section → + button
Open token setupClick a map card
Add monstersToken Setup → Monster → search → click map
Place tokenSelect in palette → click map
Add light sourceLight Sources → select → click map
Toggle lightToken Inventory → Lit/Unlit button
Configure gridGrid button in canvas controls

Next tutorial: Running Your First Session