LegendThe Whisperer of Lake Vhalen
Something older than the sea is slowly dreaming its way into your mind.

Show stat block
Amphibious. The Deep Whisperer can breathe air and water.
Memory Theft. Any creature that sees the Deep Whisperer for the first time on a turn must make a DC 18 Wisdom saving throw. On a failure, the creature is dazed and believes a stolen memory from the Whisperer is the truth, until a healing spell breaks this.
Slimy Skin. A creature that hits or touches the Whisperer in melee must make a DC 18 Constitution saving throw or become cursed: the target's skin slowly turns scaly, and after 1d4 hours it has disadvantage on all rolls while on dry land unless kept wet, until the curse is healed by a healing spell.
Multiattack. The Deep Whisperer attacks three times with its tentacles.
Tentacle. Melee Weapon Attack: +10, reach 10 ft., one target. Hit: 16 (2d8+7) bludgeoning damage, and if the target is a creature, it must succeed on a DC 18 Constitution saving throw (see Slimy Skin).
Mind Flood (Recharge 5-6). The Whisperer floods the minds of all creatures within 30 ft. with ancient memories. Each creature in that area must make a DC 18 Wisdom saving throw, taking 33 (6d10) psychic damage and being paralyzed until the end of its next turn on a failure, or half the damage with no paralysis on a success.
The Story
At the bottom of a fathomless lake, something older than the sea awakens, and by night it creeps into the dreams of the coastal village. Fishermen speak tongues they never learned, children draw the same drowned city, and the village elder begs you to descend and silence it, but never to listen, whatever it promises.
Twenty fathoms down lies a city that never saw a ray of sun, bathed in the light of living lanterns, and there rules the Deep Whisperer: a tentacled being with a memory that reaches back before humankind. It feeds not on flesh but on minds, and it has already chosen Vhalenmeer as its new herd of dreamers. Whoever listens too long becomes its voice at the surface.
You must survive the pressure and darkness of the deep-sea temple, evade or fight water-breathing servants and enchanted villagers, and unravel the riddles of the drowned city to reach the Whisperer's heart. All the while its thoughts seep into you, and its promises sound seductively reasonable.
At the altar you come face to face with the Deep Whisperer, which remembers every dream it ever stole and whispers your own desires back to you as a promise. Break its grip and the lake falls quiet and the villagers sleep dreamless again; give in to its promise and the coast becomes a colony of dreamers, and you the first apostles of a god from the depths.
Look inside
The first 6 of 21 pages — exactly what's in the PDF. Click to enlarge
Ambience playlist
Hit play and just stay on this page.
Frequently asked questions
What language is this adventure in?
This page is in English. DM Shots adventures are crafted in clear, ready-to-read prose so you can run them straight from the table.
Which edition is it for?
The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.
What do I get after buying?
An instant-download PDF with the complete adventure, a cinematic map, NPCs, encounters, printable loot cards and a DM guide.
How long does it take to play?
A typical DM Shots one-shot runs in 3 to 4 hours, perfect for a single evening at the table.
What if I'm not happy?
Didn't the adventure play the way you hoped? Email us within 7 days at hallo@dmshots.com and you get your money back, no hassle.
Related adventures
The Blood Reef of Morgra