A 2nd–3rd level adventure for D&D 5E (Winghorn Press)
level2 #level3
Prep Summary
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Premise: A “wolf problem” is wrecking Welton’s farms and stealing whole flocks. The village offers 800 gp to end it.
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Twist: The wolves are intelligent, speak Common, and have leaders with elemental breath weapons. Their intelligence comes from a missing local sorcerer.
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Key NPCs: Father Johan Merriksonn (priest, wants people fed), Tillus Merrion (trade-obsessed council head), Corel (shepherd guide), Leanor Slatebeard (innkeeper), Willen Featherock (traumatized survivor).
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Likely conflicts: Kill-the-wolves contract vs. moral/strategic choice to negotiate; internal wolf-pack schism (Flame vs Bolt).
- Reveals: Wolves can talk; “Lightbringer” (Alexi) vanished in a magical event; wolves may be reasoned with after bloodshed.
Adventure Hooks
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Welton as a road-stop where the party hears about trouble.
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Or the party learns of a council contract offering 800 gp to wipe out a wolf pack (notably generous).
Scene 1: Welcome to the Welton Wolfpack
Setup
On the road through the western hills, the party sees shepherds moving sheep through a bend between rocks and woodland. Wolves ambush.
Encounter: Wolf Raid
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Starting distance: PCs begin 150 ft from the action.
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Enemies: 8× Wolves
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Wolf goal: steal sheep, not murder shepherds.
Tactics
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Half the Wolves keep shepherds busy (biting limbs, not going for kills) while the others grab sheep and retreat west.
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Wolves may “test” the party for a couple rounds, then retreat into woods if outmatched.
Aftermath
Shepherds ask escort back to Welton, share rumors (below), no meaningful reward.
Shaggy Wolf Stories (Gossip)
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Sorcerer Alexi Merriksonn (Father Merriksonn’s brother) vanished; people wonder if it’s connected.
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Sheep stolen from a locked barn on Spurrok’s Hill.
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Trader Wheatly chased off his cart; horses and thick leather stolen; wolves “appeared as if by magic.”
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A shepherd heard begging calls in the trees; while investigating, his sheep vanished.
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A village hunting party was ambushed deeper in the woods; reports of thunder and bursts of fire. Halfling Willen Featherock was badly hurt and later found dumped near the woods, now haunted by “voices.”
Scene 2: Village People (Welton)
Welton Overview
A white-walled riverside farming village (wheat and sheep). Humans are the majority, with many halflings and a few dwarves. Lately, streets are muddy from traffic; people look worried and hungry.
Key Location: The Shepherd’s Crook (Inn)
Old, large inn opposite the Growers’ Hall and Fleecers’ Hall; crowded due to displaced folk.
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Innkeepers: Leanor Slatebeard (dwarf woman) runs the bar; Banteth handles kitchen/brewing.
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If PCs say they’re here to help: free round + meal after talking to the council.
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Asking about Featherock: Leanor directs them to his room, asks the party to be gentle.
The Council Meeting
A plain meeting room with a large table and 8 chairs (all filled): 5 human men, 1 human woman, 2 halflings (one male, one female).
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Tillus Merrion argues with Father Merriksonn about exporting food vs feeding locals.
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Council offers: 800 gp, free lodging, small favors if party takes the job.
What the council knows
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Wolves steal livestock in bulk (sheep, cattle, pigs, chickens).
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Wolves show unusual tactics: ambushes, opening gates, pulling down fences.
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Escalation: in 3 months, wolves went from nuisance to major threat.
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A posse tried hunting them; got driven back.
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Their “protector,” Alexi (sorcerer), went missing around when attacks began.
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Werewolf suspicion: Father notes multiple full moons with no curse signs.
Corel (Fleecers’ Guild)
Introduces himself as Corel, longtime hill-worker. Offers environmental knowledge and general support.
Featherock’s Room
Willen Featherock lies feverish and injured (bandaged arm and leg).
He remembers gruff voices and a strong grip on his ankle during the ambush. If believed, he admits: the wolves were talking, arguing about whether to eat him. Then he breaks down and refuses more.
Scene 3: Plan of Attack (Finding the Lair)
No single solution—let the party drive.
Where the den is
A hollow beyond the western woods on the hillsides west of Welton.
Corel as helper
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Suggests tracking into western woods.
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Offers his own flock as bait.
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If no tracker: he reluctantly volunteers as guide.
- Use Commoner with WIS 14 and Survival +4.
If bait is used
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6 Wolves attack using Scene 1 tactics.
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If PCs try talking: wolves may say a few words, then flee in confusion.
Travel
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Woods are thick, mossy, and noisy with small animals; occasional lone wolf howls.
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Crossing time: ~4 hours at walking pace.
Skill check guidelines
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Track wolf: WIS (Survival) DC 14 (DC 16 if tracks > 8 hours old)
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Track wolf carrying prey: WIS (Survival) DC 11 (DC 13 if tracks > 8 hours old)
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Hide from wolves: DEX (Stealth) vs wolf WIS (Perception) +3, wolves have advantage on scent/sound
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Wolf habits: WIS (Nature) DC 12
Scene 4: The Owlbear’s Picnic (Optional)
Adds combat/texture mid-journey.
Encounter: Injured Owlbear
After ~2 hours in the western woods:
- Enemy: Owlbear , limping, thin, wounded
- Max HP reduced to 40, otherwise normal.
- Behavior: starving and desperate; fights to the death (no retreat).
Clues (after kill)
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Wounds from wolf jaws; WIS (Nature) DC 12 confirms, and that they’re a couple weeks old.
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Also scorch marks on fur.
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DC 10 WIS or Nature proficiency: wolves rarely challenge owlbears; owlbears are nocturnal and shouldn’t be out in daylight.
Scene 5: The Den’s Denizens (Wolf Lair)
Exterior
Cave system at western edge of the woods.
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Cave mouth: ~10 ft wide, ~10 ft tall at highest.
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Smoke plume rises from a point ~30 ft back from entrance (hole in ceiling).
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Outside: 6 Wolves doing organized tasks (fire-sitting, fence work, tearing sheep carcass). Many wear bright cloth/decorations.
Perimeter trap
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Tripwires at treeline: WIS (Perception) DC 13 to spot.
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Triggering sets off bone noisemakers.
The Back Door (Ceiling hole)
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Hole is ~30 ft behind entrance; just big enough for a small creature to squeeze.
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Opens into the far-right chamber, 15 ft above the ground, directly above the fire.
Overheard argument
If listening in: Flame and Bolt argue:
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Flame: wants more aggression, start killing to force retreat.
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Bolt: wants smaller raids, then disappear deeper into wilderness.
Inside the Cave
Complex: large central chamber + three sub-chambers.
Central chamber (living/sleeping)
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Rudimentary beds (leaves/cloth), bone piles.
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Charcoal/ash wall art: hunting wolves + a human who shares gifts, then disappears.
- WIS (Perception) DC 12: notice the “story” sequence.
Western sub-chamber (storeroom + stolen sheep)
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Bags of thick leather and homespun wool.
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Pile of mundane gear: knives, shovel, etc.
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Further in: crude but effective fence of branches (some tool-shaped); constant loud bleating.
Central sub-chamber (nursery)
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~Half a dozen wolf pups; guarded by 2 wolves who defend to the death.
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If combat: use Cat stats for pups.
Eastern sub-chamber (leadership meeting room)
- Only chamber with a fire; smoke exits through roof hole; otherwise empty.
Big Bad Wolves (Confrontation)
If wolves notice the party (noise, failed stealth, walking in), they panic and howl; one growls “HUNTERS” in Common.
Escalation
Unless the party defuses:
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Wolves attack fiercely.
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If fight is outside: Flame + Bolt appear after 1 full round, with 4 wolves in crude leather armor (+1 AC).
Break point
Bolt attempts to stop the fight if any occur:
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4 wolves killed, or
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Flame or Bolt < half HP, or
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A PC reduced to 0 HP
If ignored, wolves fight to the death.
Combat tactics
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Wolves are intelligent; maximize Pack Tactics.
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Use speed to flank; focus poorly-armored backliners.
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Flame/Bolt lead front; use breath weapons.
- Bolt avoids friendly fire; Flame doesn’t mind catching allies if it hits PCs.
Let’s Talk This Over (Negotiation)
Bolt will negotiate.
Bolt’s explanation (the twist)
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Pack became intelligent after attacking Alexi Merriksonn (the missing sorcerer) trespassing on their territory.
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A bright flash occurred; “Lightbringer” vanished; wolves awoke smarter, able to speak, with dreamlike knowledge.
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They drove off the owlbear and took its den.
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They hoard sheep so pups/elderly don’t starve; want a better life.
Flame’s stance
Aggressive, wants to punish and kill “civilized races,” claims land is theirs by right.
Bolt’s offer
He dislikes Welton’s history of killing wolves, but will attempt settlement:
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Wolves control woods and uninhabited lands west
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In exchange: keep area free of other predators and stop raiding.
Scene 6: Settling the Scores (Endgame)
Two main endings depending on party choices.
If the party refuses to negotiate
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Most wolves likely dead by end.
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Party can return to Welton to claim the contract reward.
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In the cave: a dozen pups guarded by 2 desperate wolves who beg to leave forever.
- If pups threatened, adults fight to the death while urging pups to flee.
If the party negotiates with the wolves
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A peaceful accord may be possible once Flame is defeated.
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If a deal seems close: Flame calls Bolt a coward, attacks him from behind, badly injures him (removes him from the fight).
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Armored wolves join Flame for a final desperate assault; others fall back in fear/confusion.
Outcomes back in Welton
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If wolves agree to leave: party can collect reward.
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If party lies (“we wiped them out”): CHA (Deception) vs Father Merriksonn’s WIS (Insight) +5; he confronts privately.
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If proposing a treaty:
- Father Merriksonn + Corel support negotiation.
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Tillus (and much of council) needs convincing:
- Requires a solid argument + DC 15 CHA (Persuasion) to sway Tillus.
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If Tillus won’t budge: Corel calls a vote.
- Party makes DC 12 CHA (Persuasion) checks vs each of the five remaining council members (adv/disadv per argument).
- Corel + Father vote “negotiate” automatically; need 3 successes to win majority.
- If outvoted: Tillus leaves the council “a broken man,” never returns.
- If wolf intelligence becomes public: Featherock recovers faster and thanks the party.
Characters
Tillus Merrion
Halfling head of Welton Growers and Buyers’ Association; de facto mayor. Trade-minded, obsessed with order/contracts. Loves Welton but will risk short-term hunger to protect long-term prosperity/credit.
Leanor Slatebeard
Elder dwarf innkeeper (100+). Cheerful, well-connected, quietly influential; potential ally in council negotiations.
Alexi Merriksonn
Wild Magic sorcerer protector of Welton. Vanished after a Wild Magic Surge during a confrontation with the wolf pack, which destroyed his body and imbued wolves with intelligence/magic.
Father Johan Merriksonn
Local priest of Pelor (or any good-aligned deity). Council conscience; prioritizes feeding locals. Will negotiate even if wolves were involved in Alexi’s death.
Willen Featherock
Halfling shepherd, survivor of the failed wolf-hunt; traumatized and jittery. Key witness that wolves can talk.
Corel
Human shepherd, respected and reserved council member. Local geography expert; supports negotiation once he recognizes wolf sentience.
Flame and Bolt
Alpha pair: very large wolves infused with Alexi’s power.
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Flame: aggressive; fire powers; believes killing sentients is the only safety.
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Bolt: cautious/kindly; storm/lightning powers; prefers remote living and fewer conflicts.
Stat Blocks
Flame (Alpha Wolf)
Large beast, chaotic neutral
AC 14 (natural armour)
HP 47 (7d10+10)
Speed 50 ft.
STR 17 (+3) DEX 15 (+2) CON 15 (+2) INT 12 (+1) WIS 14 (+2) CHA 8 (-1)
Skills Perception +3, Stealth +4 Senses
Passive Perception 13
Languages Common CR 2 (450 XP)
Keen Hearing and Smell.
Advantage on Wisdom (Perception) checks relying on hearing/smell.
Pack Tactics. Advantage on attack roll if an ally is within 5 ft of the target and not incapacitated.
Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) piercing damage. If target is a creature, DC 13 STR save or knocked prone.
Fire Breath (Recharge 5–6). 15-ft cone; DC 13 DEX save. Fail: 9 (2d8) fire damage; success: half.`
Bolt (Alpha Wolf)
Large beast, lawful neutral
AC 14 (natural armour)
HP 47 (7d10+10)
Speed 50 ft.
STR 17 (+3) DEX 15 (+2) CON 15 (+2) INT 12 (+1) WIS 14 (+2) CHA 8 (-1)
Skills Perception +3, Stealth +4 Senses
Passive Perception 13
Languages Common CR 2 (450 XP)
Keen Hearing and Smell.
Advantage on Wisdom (Perception) checks relying on hearing/smell.
[[Wolf (Creature)#^e4f366|Pack Tactics]]. Advantage on attack roll if an ally is within 5 ft of the target and not incapacitated.
Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) piercing damage. If target is a creature, DC 13 STR save or knocked prone.
Lightning Breath (Recharge 5–6). 30-ft line; DC 13 DEX save. Fail: 9 (2d8) lightning damage; success: half.`