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Seven Nights at Sammy's

Publisher: Dungeon Masters Guild

"Seven Nights at Sammy's"

A D&D 5th Edition Horror Campaign for Levels 1–4


Welcome to Sammy's StarDome. Your shift starts at midnight.

You signed up for a simple security job. Now, you’re trapped in a decaying family entertainment center where the animatronics—Sammy the StarBear, Roxie the Raptor, Barnaby the Bunny, and the stealthy Cleo the Cat—have been warped into conduits for the Static Dreamer, an entity from the Far Realm that hungers for sanity.

This isn't a combat module. This is a desperate, low-level, high-stakes fight for survival.

Campaign Features:

1. High-Tension Resource Management

Every night is a brutal sequence of tactical choices. Long Rests are forbidden until $6\text{am}$, forcing you to meticulously manage every resource.

  • The Power Level: The facility runs on limited battery power (starting at 100). Every crucial action—from closing a Security Door (-15 Power) to simply running a Camera Check (-2 Power)—drains the reserve. When the Power Level hits zero, the facility plunges into a devastating Blackout Zone, triggering immediate Sanity failure.

  • The Sanity Score (SAN): Witnessing the impossible, like a vanishing animatronic or a system crash caused by Cleo, forces a Sanity Check. Failures result in immediate SAN loss and terrifying Short-Term Madness effects, making your own mind your greatest liability.

2. Adaptive, Relentless Animatronics

Your enemies are not predictable. They learn, adapt, and target your weaknesses.

  • Sammy the StarBear (The Hunter): Gains Haste when you are Frightened, relentlessly hunting by sound.

  • Roxie the Raptor (The Ambusher): Uses Vanish to bypass camera systems and emits a Scent of Dread to undermine your mental defenses.

  • Cleo the Cat (The Observer): A stealthy disruptor who targets the cameras with System Crash and locks doors with Lockout Protocol, forcing you out of safety.

  • The Nightmare Suit: Immune to non-magical damage, this shambling endoskeleton can only be defeated by strategy and the power of the seal.

3. Environmental Hazards

The environment is actively working against you, adapted from Kymera's Guide to D&D 5e Environmental Hazards. Navigate the Dust Vent Plague (risking exhaustion), avoid the corrosive Wet Floor Grease Traps, and evade the localized Anti-Magic Fields that suppress your spells.

Can You Last Seven Nights?

In this 7-session campaign, your objective is not to kill the monsters, but to complete the dangerous, multi-part ritual in the basement to seal the planar tear before the Static Dreamer fully awakens.

Test your courage, test your sanity, and find out if you can survive Seven Nights at Sammy's.

Seven Nights at Sammy'sPrice

: $2.99