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murder-mystery-oneshot/overview.md
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U Spaleného Jazyka

A D&D 5e Oneshot — Level 4


Module Overview

Players 35
Level 4
Duration 46 hours
Tone Dark, morally grey, socially driven
Genre Murder mystery / social intrigue

Premise

The party finds themselves in U Spáleného Jazyka (The Burnt Tongue) — one of the city's most notorious establishments, neutral ground for the worst the underworld has to offer. The barkeep, Orenn, enforces a single rule: no killing. Tonight, that rule shatters.

A brawl erupts between two rival factions — the Guild of Knives (professional assassins) and the Lambent Order (a cult masquerading as a scholarly mage guild). When the chaos subsides, Orenn lies dead behind his bar. Mags, his partner and the most dangerous person in the room, locks the doors. No one leaves until the killer is found.

The murder is a frame job by Xarrul, an ancient fiend the cultists summoned and the assassins accidentally unbound. But solving the murder is only one thread. Every patron in this tavern has a story, and the players can pull on any of them.

Themes

  • Trust & Deception — Everyone is lying about something. The truth is available but never comfortable.
  • Moral Compromise — No clean choices. Every solution costs something.
  • The Cost of Power — Every faction has paid a price. Players will be asked to pay theirs.
  • Ambiguity — The right thing to do is never fully clear.

Session Structure

Act 1: The Tavern (1520 min)

Players arrive, meet Orenn, soak in the atmosphere. Introduce the patrons organically — the cultists in their corner arguing over texts, the assassins drinking with cold discipline, Bren muttering in the corner, Vetch scratching at his arms. Let players choose who to approach first.

Goal: Establish the feel. This is a dangerous place held together by one man's authority.

Act 2: The Brawl (1015 min)

Tension boils over. An assassin accuses a cultist of poaching contracts. Words become fists. The entire room erupts. This is chaotic but non-lethal — Orenn's rules hold even in violence. Players can:

  • Jump in on a side
  • Try to break it up (DC 16 Persuasion or Athletics)
  • Hide and observe
  • Use the chaos to steal, snoop, or grab something

Goal: Controlled chaos. Everyone's distracted. The murder happens under this cover.

Act 3: The Body (510 min)

The dust settles. Orenn is dead behind the bar. No blood. No wound. Just a black brand burned into his chest from the inside. Mags emerges from the kitchen, sees him, and the room goes cold. She bars the door. Lockdown.

Goal: Tonal shift. The party is over. Now it's a crime scene.

Act 4: The Lockdown (90150 min)

The core of the session. Open-ended, player-driven. They can:

  • Investigate the murder (clues, interrogation)
  • Engage with faction subplots (assassin traitor, cultist fractures)
  • Help Bren (the possessed madman)
  • Take Veil Dust with Vetch (ethereal trip)
  • Trade with Tallow for information or items
  • Explore the tavern's hidden spaces
  • Try to leave (Mags won't allow it; neither will the assassins or cultists, who don't want witnesses escaping)

Goal: Let players breathe and explore. Follow their interests. Subplots feed back into the main mystery naturally.

Act 5: The Reckoning (3060 min)

Depends entirely on what players uncovered:

  • Fiend confrontation — if they found Xarrul, a tense combat split across two planes
  • The Choice — destroying Xarrul in a way that saves Dalla's child but validates the cult's theory
  • Faction war — if tensions weren't managed, assassins and cultists go for blood, this time for real
  • Quiet ending — players leave with knowledge but no resolution, the fiend still out there

Goal: Payoff for whatever threads the players pulled hardest on.


DM Quick Reference — NPCs

NPC Role Location Key Trait
Orenn Barkeep (dead) Behind bar Calm authority, Charon-like
Mags Orenn's partner Kitchen → main hall Grieving rage, retired cleaner
Tallow Fence / broker Corner booth Calculated, trades info for favors
Bren Possessed madman Corner, floor Lucid flashes, controlled by Skein
Vetch Drug addict Near Tallow Desperate, gateway to ethereal plane
Sevra Assassin leader (here) Assassin table Cold, professional, holding guild together
Dace Assassin (traitor) Among assassins Charming, likeable — secretly corrupted
Kael Assassin (hothead) Among assassins Wants war with cultists
Haddon Cultist scholar Cultist table Composed facade, taking notes on everything
Dalla Cultist (desperate parent) Cultist table Will break ranks for her child
Rennt Cultist (true believer) Cultist table Passionate, dangerous idealism
Essek Cultist (doubter) Edge of cultist group Quiet, afraid of his own people
Xarrul The fiend Ethereal Plane Cunning, vindictive, framing both sides

DM Quick Reference — Subplots

Subplot Entry Point Connects To
Murder mystery Orenn's body, clues Everything
Assassin traitor Sevra's suspicion, Kael's anger Murder (framing), Tallow
The Opening Cultist fractures, Dalla's desperation Murder (fiend origin), Reckoning
Possession Bren's ravings, Skein Murder (witness), Ethereal
Ethereal trip Vetch, Veil Dust, Tallow Murder (see fiend), Possession (see Skein)
Dalla's child Dalla, Haddon's notes The Reckoning (the choice)

Starting Gold

Split 200 gp among the party however they choose. This is their total budget for Tallow's lockdown-priced goods. Suggested: 50 gp per player in a 4-player party, adjusted as needed.