Our fifteenth downloadable GM-SS Dungeons and Dragons One Shot Adventure – Horror, Mystery and Monsters Galore!
Whether it’s for a one-shot adventure, starting a longer story, or just another day in your players’ lives, we hope this adventure module will inspire all you DMs and GMs out there. Our fifteenth adventure takes you on a mystery tour through a haunted countryside. Its gonna be tough, bloody and more than just a little bit horrifying. Have fun!
RPG: D&D 5e
Number of players: 3 or less recommended
Recommended level: 3-4
Duration: medium (3-6 hours)
For your campaign: This adventure relies on variants of the D&D 5e monster Gibbering Mouther (MM. p. 157). It is best run with a smaller party, which can’t just fight its way through each obstacle.
This Adventure Module contains:
The story for a single adventure
An intriguing mystery for your players to solve
Builds for 4 new monsters
Builds for multiple tough NPCs
Detailed maps of the city of Samin and some key locations
Ideas for special combat encounters and a final boss fight
Even a decade after the big battle against the necromancer Hermad, the lake region of Janoko has never been the same as before. Most of its towns have been ransacked and their inhabitants were turned into abominations in service of Hermad’s unholy army. The remnants of which still roam the countryside and attack the occasional traveller. Thus, even nowadays, new settlements don’t survive for long. The only exception is the small principality of Samin. While not a key player in the battle against Hermad, it managed to repel his forces for the past 100 years with the help of its sizeable militia. To this day, every citizen serves their time in either the Duke’s Rangers or the Temple Militia. The former are responsible for scouting out potential threats, the latter are in charge of defending Samin itself. This system has served the Saminians well: as the number of deaths by monster attacks have been decreasing each year. Yet, for a while now, more and more people have vanished from the town and even the watchful eyes of the Rangers haven’t been able to turn up their bodies. Could it be that a previously unheard-of monster has managed to infiltrate the resilient little town?
In this 3 – 6-hour adventure, a party of 3rd to 4th level characters rescue the life of one of the Duke’s Rangers and quickly find themselves involved in a dangerous investigation. Is someone in the town aiding a monster? Why does the Temple Militia hesitate to investigate the matter? To find out, the players must leave no stone unturned and keep an ear to the ground, listening to the “Murmur through the Cracks”
Notes for the GM / DM
The time of this one-shot can be greatly lengthened by having the players learn about each disappearance on their own instead of just handing them a list.
The difficulty of each fight can be easily adjusted by just subtracting or adding one of the monsters provided for each fight.
The final battle has a high chance of TPK, should the players land some unlucky rolls. It might be best for the GM to prepare some alternatives to counter really bad dice-rolls.