Cabin Fever

A group of hunters has been trapped in a remote cabin by relentless storms for two weeks. Now they're not responding to sending stones. When you arrive, you find them alive but deeply paranoid, each convinced the others are possessed or replaced by something. Determine if there's a real threat or if isolation has driven them mad, and get everyone out safely.

Suggested NPCs

Vera Darkwater

  • Human
  • Female
  • Adult

Role

Occupation
Wedding negotiator

Character

Motivation
Escorting refugees before the border closes at dusk
Personality
Modest and unassuming
Background
Former soldier turned merchant

Details

Quirk
Mispronounces one common word on purpose
Speaking style
Speaks in formal third person
Private fear
Growing too comfortable with violence
Secret
Hired the monsters to raise property values
Signature item
Whistle only dogs and spirits hear

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