Dance with Wolves - One Shot

by IndieAdventureWriter

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Dance With Wolves

Written by IndieAdventureWriter

Dance With Wolves

The Cave

Room DC 9

In the village of Tearnsby the peaceful lives of the local townspeople have been disturbed. Wolves in the area are getting more aggressive and dangerous. Last night the wolves came out of the forest and attacked one of the sheep herds, killing 3 sheep. The villagers want them removed before they do any further harm to their animals or them.

From Tearnsby, the party has found tracks of a group of wolves. The tracks lead to a deserted cave. This cave is filled with corpses and skeletons of animals: sheep, cows, dogs and even a child skeleton and smells of heavy musk and blood.
The ground is filled with tracks.

  • SURVIVAL: Most tracks lead to the right part of the cave.

  • INVESTIGATION: There is a hidden door concealed in the shadows on the right.

The Hallway

Room DC 10

Here they can see a man in a lab coat taking care of an injured wolf, when players enter the room he is surprised and hurts the wolf by accident. The beast then kills the assistant and attacks the characters if he can find them. The wolf has already taken 7 damage so he dies fast.

  • When players enter stealthy they can observe the assistant taking care of the wolf until he hurts it and the wolf transforms into a werewolf.

  • INVESTIGATION: On the assistant's body they find a key (to study), a health potion and an injection needle with strange liquid.

Lycanthrope Potion

Must be injected. The Creature transforms into a Werewolf.


Assistant

Medium humanoid, Lawful Good


  • Armor Class 10
  • Hit Points 4
  • Speed 30 ft.

Actions

Unarmed Strike Melee attack: +2 to hit, 5 ft., one target. Hit: 1 Bludeoning damage.

Sleep dart ranged attack: +4 to hit, 15ft., one target. Hit: 1 Piercing Damage and the target must succeed on Con Save or fall unconscious for 1d4 rounds.


Unstable Wolf

Medium beast, Unaligned


  • Armor Class 10
  • Hit Points 11
  • Speed 30 ft.

  • Unstable: if the Unstable Wolf is damaged or an ally of the Unstable Wolf dies within visible range, roll 1d8. On 8, the wolf transforms into a Lycanthrope. On 1 the Unstable Wolf explodes in a 10 ft. radius. Creatures in the area must make a Dexterity Saving Throw or take 7 (2d6 Poison Damage)

Actions

Bite Melee attack: +4 to hit, 5 ft., one target. Hit: 5 (1d4+2) piercing damage.


Werewolf

Medium beast, Unaligned


  • Armor Class 10
  • Hit Points 15
  • Speed 30 ft.

  • Vulnerabilities: Silvered Weapons, Fire, Radiant

Actions

Bite Melee attack: +4 to hit, 5 ft., one target. Hit: 7 (2d4+2) piercing damage.

Guard room

Room DC 11

This large room has 2 doors. There are also 3 smaller closed doors at one side of the room. When players enter the room is empty, safe for a chain next to the door in front and there are scratch marks everywhere and the faint smell of blood.

Trap: Trip Wire

when players enter and step on the trip wire an alarm goes off. The doors start closing in 1d4 turns and the little doors open and 3 wolves come out. The players then fight the wolves or open the doors to the study or the experimenting room, or they pull the lever next to the smaller doors to close them and prevent more wolves from coming through.

  • INVESTIGATION: The doors are heavily strengthened with metal plates and there are scratch marks on both.

  • PERCEPTION: You can see that there are 3 levers next to the 3 small doors.

Lycanthrope Antidote

Must be injected. The lycanthrope transforms back to it's original form.

The Study

Room DC 12

The study is a small room lit with 2 torches with a large bookshelf, a desk with paperwork about experiments and a large painting of a man with a name under it: Dr. R. Wolfgrim.

  • INVESTIGATION: (Bookshelf) The shelf is filled with books about lycanthropes (what are they?, How to talk to lycanthropes, Your first lycanthropes pet, How to control Lycanthropes and what to do against them). The last one covers the weaknesses of lycanthropes: fear of fire, weak to silver, holy water and any divine spell.

  • INVESTIGATION: (Desk) All kinds of papers are spread out on the desk and they seem to be writings about experiments and their results. Under these documents are 2 health potions and another strange looking injection needle. This one has a different looking unknown greenish liquid and is lying on a paper reading positive reaction to CU²FB³O.

  • INVESTIGATION: (Painting) Hidden underneath the painting you find a sword in a scabbard with an engraving reading 'Silverfang'.

Silverfang

This silver adorned blade deals double damage to lycanthropes.

Experimenting room

Difficulty Class 13

Here Dr. Wolfgrim and his aide Lucian are experimenting with a new species of wolves, the Dire wolf. When the party enters he starts asking questions.

"How did you get here? Who are you? Why did you come?" But quickly stops and grins "Oh well, this is a perfect opportunity to test our new species, don't you agree my dear Lucian? "

They release the beast and quickly hide behind the silver drop gate and push a button. A gas is being dispersed in the chamber and the dire wolf transforms into a dire werewolf and attacks.

ROLL INITIATIVE!
If the doctor and his aide see that the Dire Werewolf is losing, they start shooting sleep darts. When triggered by the players, they open the gate and start fighting themselves. Upon inhaling the gas, the doctor transforms into a werewolf. His aide is shocked to find out that he was a werewolf himself. The doctor then slashes his claws against Lucius' throat and cuts open his neck.


Dire Wolf

Large beast, Unaligned


  • Armor Class 13
  • Hit Points 30
  • Speed 30 ft.

Actions

Bite Melee attack: +5 to hit, 5 ft., one target. Hit: 7 (1d8+2) Piercing Damage.


Werewolf

Large Monstrosity, Unaligned


  • Armor Class 13
  • Hit Points 37
  • Speed 30 ft.

  • Vulnerabilities: Silvered Weapons, Fire, Radiant

Actions

Claws Melee attack: +5 to hit, 10 ft., one target. Hit: 10 (2d6+3) Slashing Damage.


Lucian

Medium humanoid, Lawful Good


  • Armor Class 13
  • Hit Points 6
  • Speed 30 ft.

Actions

Unarmed Strike Melee attack: +2 to hit, 5 ft., one target. Hit: 1 Bludeoning Damage.

Sleep dart ranged attack: +4 to hit, 15ft., one target. Hit: 1 Piercing Damage and the target falls unconscious for 1d4 rounds.


Dr. Randulfr Wolfgrim

Medium humanoid, Lawful Good


  • Armor Class 13
  • Hit Points 10
  • Speed 30 ft.

Actions

Unarmed Strike Melee attack: +2 to hit, 5 ft., one target. Hit: 1 Bludeoning Damage.

Sleep dart ranged attack: +4 to hit, 15ft., one target. Hit: 1 Piercing Damage and the target falls unconscious for 1d4 rounds.


Dire Werewolf

Medium Monstrosity, Unaligned


  • Armor Class 13
  • Hit Points 20
  • Speed 30 ft.

  • Vulnerabilities: Silvered Weapons, Fire, Radiant

Actions

Bite Melee attack: +4 to hit, 5 ft., one target. Hit: 5 (1d4+2) Piercing Damage. The Target must make a Constitution Saving Throw or become infected with Lycanthropism. At the start of each turn the afflicted target must repeat this Saving Throw or take 1d6 Poison Damage. If they fail this save 3 times, they become a Lycanthrope.

Thanks For Reading

DM NOTES:

So that concludes this adventure. I hope you and your players enjoyed it. This adventure is written for D&D 5th edition.
This particular adventure is intended to be played with a party of 4 players of level 2. However you can easily adjust the difficulty by adding or removing monsters should you find combat too easy or too difficult.

This adventure was written by IndieAdventureWriter

 

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