Hello and welcome to The Hermit’s Vault and to another one-page dungeon.
As I’ve been writing more of these little adventures, I’ve started to think they might actually change the way I DM. We’ve all been there. The players veer off in a direction you didn’t expect. No problem. Just grab a one-page adventure from your collection and you’re good to go for another couple of hours.
These quick dungeons are also a great way to flesh out your world. You can drop one onto your map as a rumor, a local tale, or a hook for when the players finally leave the tavern in search of more coin.
This week’s adventure is titled The Lair of Whispers. It’s designed system-neutral, with no hardcoded monster stats, so you can use it in anything from 5e to OSR with minimal fuss.
I shared a first take of the map earlier this week, and want to thank
for the inspiration. I also want to mention that the map was inspired by a tutorial by Dyson’s Logos. If you ever need a map, you won’t find a better place on the web than his blog.With the introductions out of the way, here’s the setup:
Lately, people have been disappearing from the farms around Lake Myrroth. A boy fetching water at dawn. A shepherd checking on his flock at dusk. A trapper who never made it home. No bodies. Just signs of a struggle, blood in the reeds, and sometimes strange tracks in the mud. The locals whisper about goblins on the lake, paddling broken rafts by moonlight, their eyes glowing with madness.
When another child goes missing, the PCs are drawn into the mystery. The local warden is useless, and no one else dares go near the old tower.
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This is good stuff. A couple of things for the GM to work out, like why are the goblins worshipping a gibbering mouther, but we play to find out! Thanks for this. I'll add to my local campaign.
You've got room 7 named twice. I assume the second one is 8?