"Module Name" is a short D & D adventure designed for four 11th level characters. PCs who survive the adventure should earn enough experience points (XP) to gain 1 level. Although originally designed to be played in the Forgotten Realms campaign setting, it can easily be modified to be played in any campaign setting. The adventure can easily adapted for stronger or weaker PCs by increasing or decreasing the number and power of the opponents as noted in the "Scaling the Adventure" sidebar.
In the adventure background, you should provide the DM with a clear, brief summary of events leading up to the adventure including any pertinent historical details and villainous machinations.
About the villain: The villain of this module is a power-mad tyrant who craves domination over all the land. The villain is able to accomplish this by capturing, kidnapping and torturing others to extract their pain, soul or sanity which is then sold.
In the adventure synopsis, you should provide a clear, concise summary of the whole adventure for the DM including a "road map" or timeline that tells the DM how the adventure should play out. Outline surprises and plot twists here, not just in the encounters text below. Optionally, this can include a description of the adventuring environment, as well as special rules or considerations that the players or DM must make.
In the adventure hooks section, help DMs lead the PCs into the actual adventure. Include three or more potential avenues for injecting PCs into the module. At least one motive should be common, such as hunting for treasure or fighting evil creatures for pay. Other motives can exploit potential alignments, classes, races and/or societal upbringing of players. This section should also contain rumors, background information for players, and related information. Other potential elements include statistics for the nearest town, time of year or seasonal constraints. This is also an excellent place to include Difficulty Class (DC) tables for Gather Information or other relevant Skill Checks that could be performed at any time during the adventure.
In the common features section, provide information that is common throughout the adventure like ceiling height, illumination, door types, and wandering creatures. This is also an excellent place to put any information that can be obtained through skills like Gather Information and Bardic Knowledge checks.
1. Area Name
Area Initial Description, Read-aloud Text |
Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 2. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 3. Area Name (EL 8) Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 4. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 5. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 6. Area Name (EL 9) Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 7. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 8. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 9. Area Name (EL 9) Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 10. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 11. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 12. Area Name (EL 9) Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 13. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 14. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 15. Area Name (EL 9) Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 16. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 17. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 18. Area Name (EL 11) Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 19. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 20. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 21. Area Name (EL 11) Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 22. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 23. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 24. Area Name (EL 11) Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 25. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 26. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 27. Area Name (EL 11) Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 28. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 29. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 30. Area Name (EL 11) Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 31. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 32. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 33. Area Name (EL 11) Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 34. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 35. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 36. Area Name (EL 11) Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 37. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 38. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 39. Area Name (EL 13) Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 40. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 41. Area Name Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. 42. Area Name (EL 13) Full area description for DM. Promote action - present areas that make the players want to take action. Give players warnings of future possible bad actions. Make sure to add elements that communicate a sense of danger. In the table below, give a short 2-3 word description of the relationship between the groups. 2. Go through each introduction section, and replace the directions given with your own Adventure Background, Adventure Synopsis, and Adventure Hooks 3. If there are Common Features that can be found thorughout the entire module, describe them in the Common Features section. This is a good place to put Information Available via Gather Information or Bardic Knowledge checks. 4. For each Location (usually lettered), give the location a name, and a description under the Introduction Section for each location. A sample location idea is provided. If there are common features that can be found throughout the location, describe them here. 5. For each Area (usually numbered), create read-aloud text in the Area Initial Description text box. Remember to give descriptions for all 5(+?) of the characters senses. 6. In the paragraph under the read-aloud text, simply follow and replace the description instructions. If the area includes a creature encounter, provide background for why the creature is there, what it is doing, how it relates to other creatures, etc... 7. For each Object type in the area, provide an Object description paragraph and an Object Stat Block. 8. For the Important Information, Obstacles, and Solutions (moon, lock, key symbols), follow and replace the instructions with any imporant information that the characters should be provided with, descriptions of obstacles, and solutions to obstacles. 9. For the Creature Tactics, Treasure, and Development sections; follow and replace the instructions with complete descriptions of creature tactics, treasure and how defeating, negotiating with or not defeating the creature will effect the module or other encounters. 10.Repeat steps 4 through 9 for each Location, Area, Object and Creature. 11.Describe the relationships between Creature Groups in Appendix 4. If one type of creature appears in more than 1 group, you could describe the two groups as originating from different tribes or sub-species (ie. if there are Orcs in both group 1 and group 3, perhaps the Orcs in group 1 are in a different tribe than those in group 3). 12.Give your module a name and replace the Module Name text. 13.Replace the by Your Name Here text with your name. 14.Give thanks to those who helped you, or to anyone whose electronic tools you used -- mentioning that this module was built using the 3ednd.com Module Framework Generator would be awfully nice :-) 15.Delete Appendix 5.
Area Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Creatures: Describe why creatures are here and any skill modifiers
Tactics: Describe creature tactics here
Treasure: Describe treasure. Total value 3400 gp.
Development: Describe developmentArea Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Creatures: Describe why creatures are here and any skill modifiers
Tactics: Describe creature tactics here
Treasure: Describe treasure. Total value 4500 gp.
Development: Describe developmentArea Initial Description, Read-aloud Text
Location Name
(Location #2)
Introduction
The next set of encounters happen at a war galley that has been taken over by outsiders.
Walls/Doors/Floors/Ceilings/Light/Air/Other Objects: Object descripion
Area Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Creatures: Describe why creatures are here and any skill modifiers
Tactics: Describe creature tactics here
Treasure: Describe treasure. Total value 4500 gp.
Development: Describe developmentArea Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Creatures: Describe why creatures are here and any skill modifiers
Tactics: Describe creature tactics here
Treasure: Describe treasure. Total value 4500 gp.
Development: Describe developmentArea Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Creatures: Describe why creatures are here and any skill modifiers
Tactics: Describe creature tactics here
Treasure: Describe treasure. Total value 4500 gp.
Development: Describe developmentArea Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Trap:Describe why this trap was put in place, how it is maintained and how it can be bypassed.
Treasure: Describe treasure. Total value 7500 gp.
Development: Describe developmentArea Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Creatures: Describe why creatures are here and any skill modifiers
Tactics: Describe creature tactics here
Treasure: Describe treasure. Total value 7500 gp.
Development: Describe developmentLocation Name
(Location #3)
Introduction
The next set of encounters happen at a river barge that can become animate and walk to a new location.
Walls/Doors/Floors/Ceilings/Light/Air/Other Objects: Object descripion
Area Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Trap:Describe why this trap was put in place, how it is maintained and how it can be bypassed.
Treasure: Describe treasure. Total value 7500 gp.
Development: Describe developmentArea Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Creatures: Describe why creatures are here and any skill modifiers
Tactics: Describe creature tactics here
Treasure: Describe treasure. Total value 7500 gp.
Development: Describe developmentArea Initial Description, Read-aloud Text
Location Name
(Location #4)
Introduction
The next set of encounters happen at a colony that has bee captured recently as part of a war campaign.
Walls/Doors/Floors/Ceilings/Light/Air/Other Objects: Object descripion
Area Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Trap:Describe why this trap was put in place, how it is maintained and how it can be bypassed.
Treasure: Describe treasure. Total value 7500 gp.
Development: Describe developmentArea Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Creatures: Describe why creatures are here and any skill modifiers
Tactics: Describe creature tactics here
Treasure: Describe treasure. Total value 7500 gp.
Development: Describe developmentArea Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Creatures: Describe why creatures are here and any skill modifiers
Tactics: Describe creature tactics here
Treasure: Describe treasure. Total value 7500 gp.
Development: Describe developmentArea Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Creatures: Describe why creatures are here and any skill modifiers
Tactics: Describe creature tactics here
Treasure: Describe treasure. Total value 13000 gp.
Development: Describe developmentArea Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Area Initial Description, Read-aloud Text
Creatures: Describe why creatures are here and any skill modifiers
Tactics: Describe creature tactics here
Treasure: Describe treasure. Total value 13000 gp.
Development: Describe developmentConcluding the Adventure
In the concluding the adventure section, you should describe the possible consequences resulting from the adventurers success or failure, including rewards, punishments, spin-off adventures for later gaming sessions. Some of the consequences should be roleplayed to provide a sense of closure -- include some ideas here to help the DM do this easily. If the PCs succeeded at their task, the DM should have the tools necessary to help the players feel that they have accomplished something. It never hurts to provide read-aloud text to get the ending scene started.Appendix 1
Detailed Creature Statistics
Skills: Climb 18, Hide 5, Spot 7.
Feats: Cleave, Power Attack.
Skills: Clim 16, Jump 16, Listen 10, Spot 10.
Feats: Alertness, Cleave, Great Cleave, Power Attack.
Skills: None.
Feats: None.
Skills: Intimidate 13, Knowledge (any one) 5, Listen 15, Spot 15, Wilderness Lore 13.
Feats: Alertness, Cleave, Flyby Attack, Great Cleave, Power Attack, Track.
Skills: Climb 11, Hide 15, Listen 12, Move Silently 15, Spot 12, Swim 10.
Feats: Alertness, Dodge, Improved Initiative, Mobility.
Skills: Listen 4, Spot 4.
Feats: None.
Skills: None.
Feats: None.Appendix 2
Encounter Level Chart
Summarized below are the Encounter Levels (EL) for all the encounters in this module.Area Encounter Description EL XP 3. 8 1100 6. 9 1600 9. 9 1600 12. 9 1600 15. 9 1600 18. 11 3300 21. 11 3300 24. 11 3300 27. 11 3300 30. 11 3300 33. 11 3300 36. 11 3300 39. 13 6600 42. 13 6600 147 43800 Appendix 3
Average DC Chart
Summarized below are the average suggested Difficulty Class (DC) ratings that should be used with this party.DC Description DC (class skills) DC (cross-class) Easy (5) 19 12 Challenging (10) 24 17 Very Difficult (15) 29 22 Almost Impossible (20) 34 27 Appendix 4
Creature Groups
Summarized below are some suggested creature groups for this module. I have always found that grouping creatures together and giving them an objective goes a long way to fleshing-out a module. Ultimately, you have to explain why these creatures are working together, what they are trying to do, and how each group interacts with the other groups. I usually limit these groups to 3 at the most -- I have found that any more groups than that is too confusing for the players.
Appendix 5
How to Use This Module Framework
1. If any of the monsters in this framework are (Advanced), follow the {advancement instructions in brackets} in Appendix 1 to update any statistics that could not be updated automatically. Most updates for advancement will already be made, except for Attack Bonus per attack, Damage per attack, Skill Choices (if any), and Feat Choices (if any). These will need to be updated manually. After making the changes, delete the instruction text in {brackets}.