jgsugden
Legend
D&D is an RPG. A Role Playing Game. Characters play a role in a story. Generally speaking, the better the story, the better the game. I've told a lot of 'low level' stories... exploration, investigation, guarding. I find that if I try to come up with a good story and build the adventure around it, it works much better than just dropping monsters into a dungeon.
You can tell a compelling werewolf story using the core rules in 5E. For example, as a single session adveture for 3rd level PCs, the PCs are approached by a woodsman and his pet wolf at an inn along a trade route. He needs to hire some adventurers to rescue his son who was captured by gnolls (or so he claims). In truth, his wolf and he are werewolves. The plan to lure the PCs deep into the woods and into their trap filled lair. Along the way the wolf will nip as many PCs as possibe and the man will attempt to pilfer any holy symbols, focuses, etc... that allow spellcasting - as well as steal any magic weapons or silver weapons (making it seem like they were pilfered while they slept by some 3rd party robbers). To throw PCs off the scent of lycanthropy, he'll nick the 'wolf' with a silvered shiv he made out of melted coins to show it bleeding from a natural wound.
They'll aim to have the group enter their trap filled lair on the first night of the full moon and will try to set off the traps in a way that hurts the PCs, makes it look like the man has been killed, and isolates the PCs from each other. Then, when any potentially infected PCs should turn on the full moon, they'll launch a surprise attack and try to turn any remaining spellcasters into werewolves before killing any of the martial PCs that they believe will be unable to hurt them.
Unless your PCs are murder hobos or pick up on the werewolves intentions and decide not to go with him, that is a solid 4 hour adventure that can be filled with hooks (Are PCs infected at the end? What else is in the lair?) for more adventures.
You can tell a compelling werewolf story using the core rules in 5E. For example, as a single session adveture for 3rd level PCs, the PCs are approached by a woodsman and his pet wolf at an inn along a trade route. He needs to hire some adventurers to rescue his son who was captured by gnolls (or so he claims). In truth, his wolf and he are werewolves. The plan to lure the PCs deep into the woods and into their trap filled lair. Along the way the wolf will nip as many PCs as possibe and the man will attempt to pilfer any holy symbols, focuses, etc... that allow spellcasting - as well as steal any magic weapons or silver weapons (making it seem like they were pilfered while they slept by some 3rd party robbers). To throw PCs off the scent of lycanthropy, he'll nick the 'wolf' with a silvered shiv he made out of melted coins to show it bleeding from a natural wound.
They'll aim to have the group enter their trap filled lair on the first night of the full moon and will try to set off the traps in a way that hurts the PCs, makes it look like the man has been killed, and isolates the PCs from each other. Then, when any potentially infected PCs should turn on the full moon, they'll launch a surprise attack and try to turn any remaining spellcasters into werewolves before killing any of the martial PCs that they believe will be unable to hurt them.
Unless your PCs are murder hobos or pick up on the werewolves intentions and decide not to go with him, that is a solid 4 hour adventure that can be filled with hooks (Are PCs infected at the end? What else is in the lair?) for more adventures.