Moon over Graymoor is a short adventure written for Dungeons and Dragons 5th Edition, for first level player characters. It is intended to be a good first adventure to run; something for new players, or even a new Dungeon Master to try.
The players are turned loose in a hamlet that has suffered a handful of vicious murders, and it’s up to them to investigate. Players will gather clues, canvass the villagers, and if they’re smart, pick up a few things along the way that might just give them enough bite to face off against the beast, and survive.
A spooky little investigative adventure for 1st level characters that really needs a bit of work to make it truly sing. For example (if you are going to be a player for this scenario, be warned that there are MAJOR spoilers ahead):
There is only one combat in the entire adventure, and that comes at the very end (and it can be made totally inconsequential. See below). I would add in a few more encounters to give the players a bit more to do. Maybe the werewolf is controlling local wild wolves and they cause problems for the PCs, or maybe when the PCs go to investigate the abandoned blacksmith's house there are some bandits there looting it and/or taking up residence. I like that this adventure focuses on investigation rather than combat, but this is D&D we're talking about here, not The Call of Cthulhu RPG. A group of first level players are going to want to swing those new swords and throw those new spells around a bit, otherwise why make unique characters of all different classes at all if they don't use any of their cool new abilities? As written, this would make a terrible introductory adventure for people new to D&D because it doesn't let the players be their classes.
As for the final battle with the werewolf, it can be made stupidly simple because the adventure passes out no less than two magical items that can instantly vaporize it. I would weaken and/or remove some of these items, or else change the final confrontation (instead of cornering him in a room maybe the PCs have to chase him over rooftops or through sewers. Firing that magic arrow than can instantly kill a lycanthrope is a trickier proposition when you are running and jumping around or when he is jumping in and out of the shadows to launch surprise attacks, compared to him just standing in the middle of a room). Or, better yet, maybe the PCs can't kill him at all and have to convince the other (not so evil) werewolf to do it for them (or lure her into a position where their confrontation is inevitable).
There is a part of the adventure near the end where a local witch basically tells/gives the players everything they need to wrap up the adventure, which kind of eliminates the point of investigating at all. I would modifier her role a bit so that she doesn't just dump the ending of the adventure right into the player's laps.
Despite the modifications I would make to the adventure, I do appreciate that the author is trying to do a Cthulhu-like investigation scenario rather than just the standard "kill 10 goblins and loot the dungeon" type quest that floods this game, particularly at low levels. It just needs to play to D&D's strengths a bit more, rather than trying to fight and subvert them, and a clever DM can modify it to do that without too much fuss.
Decent, if generic, first level adventure. I just started a group with a mixture of first-timers and 2nd edition old heads who haven't played in 20 years; this would be a fitting early module.
Here is are some links to my game Moon Over Graymoor sessions: Obviously adjusted for my homebrew setting. Note I ran this for the first time at Auckland University, again for some strangers on Zoom and on Dec 27th I will run it again on Twitch with a group of actors.